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Add transcription for: week04 10 reverse fk spine start.wav

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+ "text": " Let's talk a little bit more about some more FK spine concepts. Let's close this down for now and bring back our FK spine that we still have from before. I want to show you guys a couple of things what we can do with with the FK spine here. Let's turn off the rig here and maybe also the model for now. This is the FK-spine that we created earlier with nine joints, and we created it with the curve so that we end the motion path so that we can have even distances between all of those joints. And we corrected the rotation so that we have twisting as going to be Y. So primary axis and bending is going to be x. So that's all set up properly now. And as I said before, we could probably go in and we could probably create or start by creating some bend attributes here. Let's maybe actually start doing that. So I'll actually bring back the rig here. I will hide the spine that we already have in there, the ik spine. Let's see if I can find it under body, spine. And if we look at this, this is really all IK spine stuff. So let's call this spine IK group. And then we can hide that. Well, actually, if we hide it, the problem is that everything disappears. But that's OK for now. We're more interested about having this one, because here we have our bent-with-side attributes. So we can start with those, and then we can add more stuff. So we connect those bent-with-side attributes here. What I'm actually going to do is I'm going to add more bend, as I mentioned before. So we already have some reason the spine here. It's not moving with it, right? Because it's still parented outside. So we'll take this spine, the FK spine. We'll group that. And we'll call this M-spine FK group. And we'll take that and parent it also under the body. body parent it's also in there and I should move with the body and it does okay obviously nothing is skinned yet but it moves and now instead of having just a bend what I'm going to do is I'm going to add a bend for maybe those two joints down here let's see maybe even three wondering if I should take the first one here with a 2. I kind of want to have an even number. So maybe if we do 1, 2, 3, 1, 2, 3, and 1, 2, 3 in a way, or maybe 2 and 2, if we do those two, 1, 2, then 1, 2, 3. Trying to figure out what the best way would be. Probably those. Let's try that. Let's try those three for the start. So I'll take those three joins. I'll take my body control with the spent with side attributes and I will go in and connect them. And I'll try to use the node editor now a little bit more because we've done quite a bit in the hyper shade and usually I like it better, the hyper shade. But I think the node editor moving forward with the future Maya versions, the node editor will become more and more important. So I want you guys to also be familiar with that and that we're doing more stuff with this one now. So we'll try. I can't promise that I'll use it. but let's try it. So we open this up twice, actually. And then we get our bandwidth side attributes down here and our joints. So we'll open the joints also up. We can go into each individual one and open it up. Or when you have them selected, then you can just use these buttons up here to expand everything. What you can also do is, if they're collapse, you can actually use a 1, 2, 3, I believe, 2 to expand them, kind of like the connected attributes, and then 3 will, the 3 hotkey will expand everything, and then 1 will kind of collapse them again, and I think 4 shows even more attributes. I'm trying to present to you what the difference is between 3 and 4. But anyway, these are some handy shortcuts. So now let's go to the bend and connect it to the rotate X, that's what we said is our bend axis, right, bent to its side. That makes it easy. Now we know that it's going to create this unit conversion node. It's unfortunately here in a node editor. No way to turning them off. So I'll open the rotation up here. Now go from bend to rotate x. And from bend to rotate x, I also have to open this up. Okay, here we go. And we could now do the kind of same thing, you know, that we showed earlier, so that instead of having three unit conversions, we kind of could say, okay, we're just converting it once and then we're connecting it to all three here. And then we're saving basically two unit conversion nodes. But, you know, then we always have to do that manually, it's quite a bit of work, so I'll probably leave it as it is, maybe. I don't think that there is a way to avoid the unit conversions completely and just connect it directly, because as we said before, it has to convert that float, or attribute of type float to an attribute of type rotation or degrees. That's why it's creating these unit conversion nodes, even though it is just a value here. So if we now try to bend, then we see we can get these three joints to bend. Okay, 30. And then we'll basically put 30 on all of these joins, or if we put 90 here, then we'll put 90 on all of these joins. Now what we could do is we could insert a multiply divide node and kind of divided by three, because that will have the benefit that if we put 90 here, we know that it's going to be bent forward 90 degrees, right, from the original position. So that might be something worth considering. Otherwise, it's kind of going to be arbitrary. I mean, 30 here means just that each joint will be rotated 30 degrees. But if you put, you know, the multiplier and divided by the number of joints that you're connecting it to, then you're actually getting the amount by by which the spine actually bends forward. That makes sense. And then we could connect the same thing to like twist inside. What I'll do here is I'll do something slightly different. I'll just use the bend for now and not any twisting or side motion. Bending is probably going to be more important. And I will instead do bend lower, bend mid, and bend top here or upper, bend. So I'll rename those attributes, going to edit attributes and call this first one bent low, maybe. And then the next one, perhaps we should have started or reordered them a little bit, but OK, bent, bent mid. And then the last one bent up. So we have our bent low. It's rotating the lower part of the spine. Now the bend up, I'm going to rotate the next joints up the chain. So we see this one is connected already, this one is connected and rotating. So we'll probably use those two drawings here. So we'll bring those in and we'll bring them in here with a plus. So now they're here, five and six, and we'll connect those up to this new attribute here. Here we can see that we still have the old names. I think it's a refresh thing, so if we were to kind of, let's see if we can try it, if we hide this. This one here removes the selected nodes, and I will try to bring it in again. Let's see if that fixes it. Plus, nearest to control. See the other thing that I don't like about the node editor is that it always kind of reframes my selection. So if I do something like this, you know what I just did, and I want to be here, and I hide this, I can do it one more time, remove it, and then I'll add it back in again and see what it does to my layout here. I'll add it in. I kind of reframes everything so then I'm like, oh where am I? Where was my stuff all down here? So I have to kind of reorder it so I don't particularly like that. I don't know if there is a way actually to maybe turn it off somewhere. Autosize nodes, maybe this one. Add graph on create. Maybe additive graphing mode. I'm not sure I haven't used that too much here before, we'd have to experiment with this. Okay, then we'll open this up, and I will connect, and now we can see it is actually fixed. So we'll open those two up here all the way, and the rotations, and I will connect the rotate and the rotate here to the mid. Those ones, rotate X, and mid to rotate X. And you can see that I'm using the output, okay, not the input, obviously the output. These attributes are the outputs, these attributes are the inputs. Okay, so that's not clear. So now we have those set up. So now we can bend, and I guess we'd have to reorder them. Now we can bend the middle part of the spine here too, and we can bend it for example in the opposite direction if we wanted to. And then we have the bend up attribute, and so we're going to use the ones up from there so this one already has connections so it's probably this one and that one the end join we can ignore as always so add those two in here plus well still rearrange everything so we have our two joints and then we have our control we'll expand those and the two rotations here opening those up and then we want to connect from the bend up now to the rotate X. Okay, now that should give us what we're looking for. So we have bent up, spending the top part of the spine, which probably doesn't make too much sense because, you know, I think we talked about this, but there's probably the rip cage in here. But you know, if this is a cartoony rig, maybe. So this probably makes quite a bit of sense bending there and perhaps bending the lower part. So perhaps it would make sense to have it a little bit differently distributed. So maybe we should have those two be the lower, those two be the mid, and then those three be the upper part. Perhaps that might actually make more sense. I'm not going to change it though. You guys can do that and see what makes sense for your character. But at least now we have these three different bends. If we use all these three bends together, then it will bend the whole spine. But we can also kind of bend individual sections separately from that. Okay. And now let's maybe also reorder them that we have up on the top and low on the bottom. It makes maybe a little bit more sense how it is structured here. Let's see if we can actually reorder them with our delete trick. So we come in here and we delete the ones that we want to move to the bottom. Like this. And up should be the first one. So we'll try to delete those. Probably we can't. Actually we can, but it keeps that locked attribute in here. We'll undo. Undo. And then we can try to... Now we'll keep those. And you know what? I think I'll unlock this here. Unlock. And then we can take those and re-written two. So then we want to see which one needs to go up now. We'll delete the other ones. Delete. And undo. And then add some back to the bottom. And then... Oops. I did something wrong. Undo. Here we go. And then we have up, mid, low. low and then volume preservation and the separator here. So we want volume preservation below the separator. So we delete the volume preservation now. Delete attribute and undo or control Z or command Z. If you're on a Mac like me, then we can lock this back up. And now we have the order how we want it. So now we have up, mid, and low. And if we bend all, then everything bends. And we could do the same thing with the twist and the side as well if we wanted to. or just maybe have one twist, depending on what you wanna do with it. But this is not really what I wanted to show you. What I wanted to show you is how we can create a reverse spine as well here. So we have our spine bending forwards, but sometimes it is actually nice being able to kind of bend the spine the opposite way, okay, backwards. So let's try to set this up next. So what I'm going to do here is I'm going to try to take this joint chain and duplicate it once. I'll have to see if it did it. It did. And now they're on top of each other. So I can move it a little bit to the side just for, you know, that we can actually see okay, there are two joint chains here. What I'm then going to try to do is I'm going to try to select the top joint here and reverse the order of the joints. So we could do that manually, but we can also just go in here in skeleton and there's a reroute option here, reroute skeleton, so that basically makes them all go into the opposite direction. And then what we could do is we could add, bend, you know, those attributes here, but in the reverse order. So I'll try that here. I'll try to add new attributes, bend up-ref reverse, bend mid-reverse. I always use float here for these guys, band low reverse. Okay, so now we have them here and then what I'm going to do is I'll connect them up to my reverse bind here. Actually, we should probably rename that here too. So, instead of fk, let's call it refk, maybe reverse. k. So just set away with unique names, that's the idea. So we'll go to modify, search and replace names and we'll search for fk and call it refk or fk reverse or something like that. Okay, here we go. And then we'll remove this here other one here from the end. And then we'll try to to connect those up. So the reverse attributes will connect up to these guys here. So now we can already see it bends in the opposite way. So let's bring those in here. I know that there are also another thing. I think that's coming in May 2016, but there are no tabs here. So I really like working with tabs that I can just keep whatever I have here in case I need to go back to it and just go to a new tab. Here now what I have to do is I kind of have to clear the graph first. I think it's not in the menu. It's kind of these icons here that we have to use. So let's clear the graph first, and let's bring what we have selected, which is these two joints here, or three maybe. And the control, bring those in. And then we'll expand those with four. I guess three is enough because it doesn't open the rotates anyway, so 3, and then we'll open the rotates here manually. And we'll probably connect it to the same thing to the, to the rotate X as well. So that would be the up, bend, bend up ref reverse to rotate X or to the rotate axis here. And now, you know, because we've already created one unit conversion, we could try to actually take the output and connect it to that. that should I think work and then it doesn't create a new one. It might make it a little bit easier. Here we go. And then we just have one unit conversion instead of three. We can collapse this or hit one. OK. So let's test it before we continue to far down the wrong road. OK. So we have the top part rotating. Then we will connect the next ones up to the mid. It's kind of the same thing where we just did. Here maybe I'll just use two because then I have three for the lower part. And again, we will ignore the end, which now in this case is actually called root here, but because it's on the reverse side. So I have three on the top, two in the middle. OK, so I'll bring those in here. Those are my mid ones. Opening up the rotations and connecting the mid reverse to the rotateX. And mid reverse to rotateX. Oh, actually we could have done the same thing here. Taken the output. So I just undid. Now we have just one unicom version, it might be easier. And then we will do those three joints here. Adding those in. Where did they go? Two are up there. And one is down here. I'll expand them. And then we will open the rotations on all of them. Okay, then we'll bring that a little bit closer. Then we'll connect the low rev to Rotatex, and then we'll do the same here. Connect the output into that Rotatex, and connect the output into this Rotatex here. Okay, let's test. So we have the top part here, band up, ref, reverse, band mid, reverse, and band low, reverse. Next what we're going to do is we're going to move those back here. So I'll just take it and snap it back. And I will parent this first joint under the end joint of my normal forward kinematics spine. Okay. So, the outline I guess. We have our forward kinematics binary, the normal and the FK1. We'll open this all the way up and we'll take the intro end here of the refk, which is essentially the star joint of the refk, right? And we'll take it and parent it under this end. So now we have one continuous chain. We open all this up, where basically first goes up, first starts here, goes up, and then comes down again. And now if we test this, if we use the reverse, then we can see, okay, it is working. But it's also separating from the FK spine. And then if we use the regular spine, we can see that it is all kind of not really working how we want yet. First, let's actually pretend or kind of simulate if we would skin geometry to it by creating our boxes again one more time. I guess I shouldn't have deleted them before. Let's create some boxes here so we can see where to which joints we would essentially skin our geometry to. to and that is to the reverse kinematic joints here. So let's take the first one and parent it to this one to the first ref joint in the chain. This to here parent. Then we can zero it out which essentially moves it into the space. should anyways. Okay well this is up here now. Let's scale it up a little at least in two axes. Let me undo one more time here. I'll actually just zero out the translations not the rotations. Leave those be. And I'll scale it up so that we get a little bit of a wider box here, maybe five, maybe two. OK, then we'll take this and we'll parent it to the next one below. So that one parent, then we zero out the translations. And then the next one, to seven now, parent, We see our out translations, duplicate to six now. Apparent, see our other translations, duplicate to five. We can also just move it here, like that five. See our out the translation, duplicate to four, and so on and so we just step through, create our helper, our visual helper cubes here. 10, two. And then the last one is going to ninth, ninth cube is going under the refk root, which essentially is the end, right? We could actually rename it if we wanted to, but I'll keep those names. Okay, so here we have our joins. And now if we try that again with our reverse K, now you can see this is what the skinning would basically do. So far it's kind of working, okay? But with the bend forward, it's not really working because what we would want, it takes the whole spine and kind of rotates it or bends it. So what we want instead is we want this then to bend in the opposite way, right? And that's what we can set up now, which is actually not too hard to do. All what we have to do is we have to see, okay, how much is this joint rotated? So 28 degrees, and we have to apply those 28 degrees to this joint's rotation, I think in the opposite way. So let's break this here and test it out first. 28, what was it? 28.8, let's copy this actually and paste it in here to see with minus front and that will make these two drawings line up. So we have to do it for all of those drawings here. So that's going to take a while, but that's how it works. Let's zero that out again and connect this up. So, and you know, thinking about that, it might be easier to still have to separate it, because otherwise it will probably be tricky to select those joins here. So one more time, take my refkend, the top one here, and unparalleled. And before I do that, I should always zero out, right? zero to rig. Take my rev-care intro and here top one of the reverse spine, not duplicated but unparalleled and I will move it to the side a little bit. So now what we want to do is, and I'll also hide the GU here, so hide polygons. So now Now when we're using the bend up, we want, and you know what, I think it is easier to parent it back, sorry. We'll do it like this, instead of having it sit on top of each other, we'll just translate it a little bit to the side. So now when we use bend up, we want those joints to go into the opposite direction, that's what we said. So we have to take the rotation of this joint here, 18, and apply to that joint in the opposite way. Here we go. So we'll take those two joints, we will open them up in, let's say the node editor, they're actually already in here, and then we will create a multiply divide in there because what we said is we want them to go into the opposite direction. So let's add the multiplier here. Here we can just use tab and then type multi and then we have our multiply divide node and we hit enter. Here we go. Then we connect those up, expand everything. We'll connect the rotations up to input one. Here we actually need three because it's really a bummer that it does that because it's so simple here. here. I don't know why it has to add those. So here, there is no way around it, because we have three different channels, so we want to connect to three different things. So we need those three unit conversions, unfortunately. And then we're going to take the output from here and connect it to the rotations input. So here we go. One, two, three. And you can already see that's exactly the reason why I don't like the node editor. It creates all these extra, or shows all these extra nodes. They're created in both scenarios, but here we can get rid of them. Okay, so those are connected now. And now if we multiply that with minus one, we should see this one drawing going into the opposite direction, hopefully. Minus one, minus one, minus one. Not yet because... I think I connected it the wrong way around. My bad. Let's undo this. Yep, I did. Let's try this again. So we want to connect from the FK to the refK. Here we go. Let's try this again. Rotate to input 1, all three of them, and then the output to the refK. Here we go. That's the right way. Now we can see it goes even further, but now we have to multiply that with minus 1, minus 1, minus 1, minus 1. And then we can see the first one is already lining up if we look from this side. Now we have to do the same thing for all of them. Okay, I'll clear this. Clear. Add those to in. And then we'll connect from the FK through a multiply divide node to the refK. So I'll add one in. Tab. Multi. Enter. expand all of them. And now connect the rotations to input. And here, obviously, this is quite tedious. It takes a long time to do it. But I would actually script that up. I would write a script that kind of connects that all for us. The output here, I wouldn't do it manually all the time. It takes too much time. We'll do it here in this class. just for those of you who have no scripting experience or not enough, but in a real production, I wouldn't do that all manually. Okay, here we go. And it's not that bad, you know, like I mean, it takes a couple of minutes to do it. So now for the first one, it's already working, okay, for the for the bend up, it's already working. Now we have to do it for the mid one too, for the next ones. Okay, so we just step through and continue connecting the refK up. But before we do that, we want to look at one other thing here. And that is now that I've connected the joints rotation through the multiply divide node to those joint rotations, we get the bend, the regular bend to work properly, right? And if we show our cubes here for a sec, that is working properly now. However, now we lost the ability to use our bend up refk because we basically disconnected it and replaced it with the rotation from the joint coming in. So now what we have to do is we have to take this rotation here and apply it on top of this rotation here. Okay, so we have to add those two values together, the rotation coming from the fk joint plus the attribute coming from the bend up. So we're not quite done here yet, so we have to add a plus minus average node in here, plus minus. And here again you could do that with expressions as well, which might maybe make it a little bit easier. I still prefer multiply divide nodes, especially you know once you script it up, it's not as much work as we're doing here, doing it all manually by hand. So now we connect what's coming from the multiply into input 3d, the first one here. So output goes into this one, then that was good. It's into the second one and third one goes into the third one. And now we can add something here which can essentially be our bend, twist and side. And now we connect the output of that, output 3D, into the rotation instead. Okay, rotate, rotate, and it's adding new unit conversions, but now we don't need those anymore. Those are obsolete, so we could actually delete those if we wanted to. And then, and I will add our from our control this unbend up breath in here so we'll add the control so hit the plus here and we find our control this one and we'll add it also into the mix into the plus minus here but into the the second slot here so the first slot zero and numbering always starts with zero and usually in computers or at least in Maya. So zero is the first one, which is coming from the fk, and then on top of that we will add the bend up ref, if we can find it in here. It's not connected, so we have to expand it more. Bend up ref. So that's going into input 3Dx. And now by By doing that now we can see the first one is already working. The other one not. So we have to connect that up also. We have to do the same thing on this one here. So we'll clear the graph one more time. But actually probably we don't even have to clear it. We just have to show this joint in here, which would be that one, I believe. And then we have to show the, it's really hard here to work not with these tabs. We have to show the input connections from here. So we have the multiplier, and then we have those unit conversions. So let's break those, or let's delete those for a second here. And then instead, add our plus minus node, or a new one rather, plus minus average enter. Let's expand those two guys out. So from the output into input 3D to the first one, zero. Okay, and from here we're going into spinate, rotation, output 3D. Okay, and then now we can add something to the plus minus, which would be the band ref. So we'll add that one in. And then here is our control. And we'll add that to the plus minus node. Let's bring them both down here, a little bit more space. So we'll connect it into the second one here, slot one. So bend up ref goes into the x only, because the other ones are going to be for y and for, or is for twist and side. We want to connect it up. So now if we try this one more time, the top should actually work. So now we can bend forward, and we can also bend backwards. Okay, the top part.",
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+ "text": " Let's talk a little bit more about some more FK spine concepts. Let's close this down for now and bring back our FK spine that we still have from before. I want to show you guys a couple of things what we can do with with the FK spine here. Let's turn off the rig here and maybe also the model for now. This is the FK-spine that we created earlier with nine joints, and we created it with the curve so that we end the motion path so that we can have even distances between all of those joints. And we corrected the rotation so that we have twisting as going to be Y. So primary axis and bending is going to be x. So that's all set up properly now. And as I said before, we could probably go in and we could probably create or start by creating some bend attributes here. Let's maybe actually start doing that. So I'll actually bring back the rig here. I will hide the spine that we already have in there, the ik spine. Let's see if I can find it under body, spine. And if we look at this, this is really all IK spine stuff. So let's call this spine IK group. And then we can hide that. Well, actually, if we hide it, the problem is that everything disappears. But that's OK for now. We're more interested about having this one, because here we have our bent-with-side attributes. So we can start with those, and then we can add more stuff. So we connect those bent-with-side attributes here. What I'm actually going to do is I'm going to add more bend, as I mentioned before. So we already have some reason the spine here. It's not moving with it, right? Because it's still parented outside. So we'll take this spine, the FK spine. We'll group that. And we'll call this M-spine FK group. And we'll take that and parent it also under the body. body parent it's also in there and I should move with the body and it does okay obviously nothing is skinned yet but it moves and now instead of having just a bend what I'm going to do is I'm going to add a bend for maybe those two joints down here let's see maybe even three wondering if I should take the first one here with a 2. I kind of want to have an even number. So maybe if we do 1, 2, 3, 1, 2, 3, and 1, 2, 3 in a way, or maybe 2 and 2, if we do those two, 1, 2, then 1, 2, 3. Trying to figure out what the best way would be. Probably those. Let's try that. Let's try those three for the start. So I'll take those three joins. I'll take my body control with the spent with side attributes and I will go in and connect them. And I'll try to use the node editor now a little bit more because we've done quite a bit in the hyper shade and usually I like it better, the hyper shade. But I think the node editor moving forward with the future Maya versions, the node editor will become more and more important. So I want you guys to also be familiar with that and that we're doing more stuff with this one now. So we'll try. I can't promise that I'll use it. but let's try it. So we open this up twice, actually. And then we get our bandwidth side attributes down here and our joints. So we'll open the joints also up. We can go into each individual one and open it up. Or when you have them selected, then you can just use these buttons up here to expand everything. What you can also do is, if they're collapse, you can actually use a 1, 2, 3, I believe, 2 to expand them, kind of like the connected attributes, and then 3 will, the 3 hotkey will expand everything, and then 1 will kind of collapse them again, and I think 4 shows even more attributes. I'm trying to present to you what the difference is between 3 and 4. But anyway, these are some handy shortcuts. So now let's go to the bend and connect it to the rotate X, that's what we said is our bend axis, right, bent to its side. That makes it easy. Now we know that it's going to create this unit conversion node. It's unfortunately here in a node editor. No way to turning them off. So I'll open the rotation up here. Now go from bend to rotate x. And from bend to rotate x, I also have to open this up. Okay, here we go. And we could now do the kind of same thing, you know, that we showed earlier, so that instead of having three unit conversions, we kind of could say, okay, we're just converting it once and then we're connecting it to all three here. And then we're saving basically two unit conversion nodes. But, you know, then we always have to do that manually, it's quite a bit of work, so I'll probably leave it as it is, maybe. I don't think that there is a way to avoid the unit conversions completely and just connect it directly, because as we said before, it has to convert that float, or attribute of type float to an attribute of type rotation or degrees. That's why it's creating these unit conversion nodes, even though it is just a value here. So if we now try to bend, then we see we can get these three joints to bend. Okay, 30. And then we'll basically put 30 on all of these joins, or if we put 90 here, then we'll put 90 on all of these joins. Now what we could do is we could insert a multiply divide node and kind of divided by three, because that will have the benefit that if we put 90 here, we know that it's going to be bent forward 90 degrees, right, from the original position. So that might be something worth considering. Otherwise, it's kind of going to be arbitrary. I mean, 30 here means just that each joint will be rotated 30 degrees. But if you put, you know, the multiplier and divided by the number of joints that you're connecting it to, then you're actually getting the amount by by which the spine actually bends forward. That makes sense. And then we could connect the same thing to like twist inside. What I'll do here is I'll do something slightly different. I'll just use the bend for now and not any twisting or side motion. Bending is probably going to be more important. And I will instead do bend lower, bend mid, and bend top here or upper, bend. So I'll rename those attributes, going to edit attributes and call this first one bent low, maybe. And then the next one, perhaps we should have started or reordered them a little bit, but OK, bent, bent mid. And then the last one bent up. So we have our bent low. It's rotating the lower part of the spine. Now the bend up, I'm going to rotate the next joints up the chain. So we see this one is connected already, this one is connected and rotating. So we'll probably use those two drawings here. So we'll bring those in and we'll bring them in here with a plus. So now they're here, five and six, and we'll connect those up to this new attribute here. Here we can see that we still have the old names. I think it's a refresh thing, so if we were to kind of, let's see if we can try it, if we hide this. This one here removes the selected nodes, and I will try to bring it in again. Let's see if that fixes it. Plus, nearest to control. See the other thing that I don't like about the node editor is that it always kind of reframes my selection. So if I do something like this, you know what I just did, and I want to be here, and I hide this, I can do it one more time, remove it, and then I'll add it back in again and see what it does to my layout here. I'll add it in. I kind of reframes everything so then I'm like, oh where am I? Where was my stuff all down here? So I have to kind of reorder it so I don't particularly like that. I don't know if there is a way actually to maybe turn it off somewhere. Autosize nodes, maybe this one. Add graph on create. Maybe additive graphing mode. I'm not sure I haven't used that too much here before, we'd have to experiment with this. Okay, then we'll open this up, and I will connect, and now we can see it is actually fixed. So we'll open those two up here all the way, and the rotations, and I will connect the rotate and the rotate here to the mid. Those ones, rotate X, and mid to rotate X. And you can see that I'm using the output, okay, not the input, obviously the output. These attributes are the outputs, these attributes are the inputs. Okay, so that's not clear. So now we have those set up. So now we can bend, and I guess we'd have to reorder them. Now we can bend the middle part of the spine here too, and we can bend it for example in the opposite direction if we wanted to. And then we have the bend up attribute, and so we're going to use the ones up from there so this one already has connections so it's probably this one and that one the end join we can ignore as always so add those two in here plus well still rearrange everything so we have our two joints and then we have our control we'll expand those and the two rotations here opening those up and then we want to connect from the bend up now to the rotate X. Okay, now that should give us what we're looking for. So we have bent up, spending the top part of the spine, which probably doesn't make too much sense because, you know, I think we talked about this, but there's probably the rip cage in here. But you know, if this is a cartoony rig, maybe. So this probably makes quite a bit of sense bending there and perhaps bending the lower part. So perhaps it would make sense to have it a little bit differently distributed. So maybe we should have those two be the lower, those two be the mid, and then those three be the upper part. Perhaps that might actually make more sense. I'm not going to change it though. You guys can do that and see what makes sense for your character. But at least now we have these three different bends. If we use all these three bends together, then it will bend the whole spine. But we can also kind of bend individual sections separately from that. Okay. And now let's maybe also reorder them that we have up on the top and low on the bottom. It makes maybe a little bit more sense how it is structured here. Let's see if we can actually reorder them with our delete trick. So we come in here and we delete the ones that we want to move to the bottom. Like this. And up should be the first one. So we'll try to delete those. Probably we can't. Actually we can, but it keeps that locked attribute in here. We'll undo. Undo. And then we can try to... Now we'll keep those. And you know what? I think I'll unlock this here. Unlock. And then we can take those and re-written two. So then we want to see which one needs to go up now. We'll delete the other ones. Delete. And undo. And then add some back to the bottom. And then... Oops. I did something wrong. Undo. Here we go. And then we have up, mid, low. low and then volume preservation and the separator here. So we want volume preservation below the separator. So we delete the volume preservation now. Delete attribute and undo or control Z or command Z. If you're on a Mac like me, then we can lock this back up. And now we have the order how we want it. So now we have up, mid, and low. And if we bend all, then everything bends. And we could do the same thing with the twist and the side as well if we wanted to. or just maybe have one twist, depending on what you wanna do with it. But this is not really what I wanted to show you. What I wanted to show you is how we can create a reverse spine as well here. So we have our spine bending forwards, but sometimes it is actually nice being able to kind of bend the spine the opposite way, okay, backwards. So let's try to set this up next. So what I'm going to do here is I'm going to try to take this joint chain and duplicate it once. I'll have to see if it did it. It did. And now they're on top of each other. So I can move it a little bit to the side just for, you know, that we can actually see okay, there are two joint chains here. What I'm then going to try to do is I'm going to try to select the top joint here and reverse the order of the joints. So we could do that manually, but we can also just go in here in skeleton and there's a reroute option here, reroute skeleton, so that basically makes them all go into the opposite direction. And then what we could do is we could add, bend, you know, those attributes here, but in the reverse order. So I'll try that here. I'll try to add new attributes, bend up-ref reverse, bend mid-reverse. I always use float here for these guys, band low reverse. Okay, so now we have them here and then what I'm going to do is I'll connect them up to my reverse bind here. Actually, we should probably rename that here too. So, instead of fk, let's call it refk, maybe reverse. k. So just set away with unique names, that's the idea. So we'll go to modify, search and replace names and we'll search for fk and call it refk or fk reverse or something like that. Okay, here we go. And then we'll remove this here other one here from the end. And then we'll try to to connect those up. So the reverse attributes will connect up to these guys here. So now we can already see it bends in the opposite way. So let's bring those in here. I know that there are also another thing. I think that's coming in May 2016, but there are no tabs here. So I really like working with tabs that I can just keep whatever I have here in case I need to go back to it and just go to a new tab. Here now what I have to do is I kind of have to clear the graph first. I think it's not in the menu. It's kind of these icons here that we have to use. So let's clear the graph first, and let's bring what we have selected, which is these two joints here, or three maybe. And the control, bring those in. And then we'll expand those with four. I guess three is enough because it doesn't open the rotates anyway, so 3, and then we'll open the rotates here manually. And we'll probably connect it to the same thing to the, to the rotate X as well. So that would be the up, bend, bend up ref reverse to rotate X or to the rotate axis here. And now, you know, because we've already created one unit conversion, we could try to actually take the output and connect it to that. that should I think work and then it doesn't create a new one. It might make it a little bit easier. Here we go. And then we just have one unit conversion instead of three. We can collapse this or hit one. OK. So let's test it before we continue to far down the wrong road. OK. So we have the top part rotating. Then we will connect the next ones up to the mid. It's kind of the same thing where we just did. Here maybe I'll just use two because then I have three for the lower part. And again, we will ignore the end, which now in this case is actually called root here, but because it's on the reverse side. So I have three on the top, two in the middle. OK, so I'll bring those in here. Those are my mid ones. Opening up the rotations and connecting the mid reverse to the rotateX. And mid reverse to rotateX. Oh, actually we could have done the same thing here. Taken the output. So I just undid. Now we have just one unicom version, it might be easier. And then we will do those three joints here. Adding those in. Where did they go? Two are up there. And one is down here. I'll expand them. And then we will open the rotations on all of them. Okay, then we'll bring that a little bit closer. Then we'll connect the low rev to Rotatex, and then we'll do the same here. Connect the output into that Rotatex, and connect the output into this Rotatex here. Okay, let's test. So we have the top part here, band up, ref, reverse, band mid, reverse, and band low, reverse. Next what we're going to do is we're going to move those back here. So I'll just take it and snap it back. And I will parent this first joint under the end joint of my normal forward kinematics spine. Okay. So, the outline I guess. We have our forward kinematics binary, the normal and the FK1. We'll open this all the way up and we'll take the intro end here of the refk, which is essentially the star joint of the refk, right? And we'll take it and parent it under this end. So now we have one continuous chain. We open all this up, where basically first goes up, first starts here, goes up, and then comes down again. And now if we test this, if we use the reverse, then we can see, okay, it is working. But it's also separating from the FK spine. And then if we use the regular spine, we can see that it is all kind of not really working how we want yet. First, let's actually pretend or kind of simulate if we would skin geometry to it by creating our boxes again one more time. I guess I shouldn't have deleted them before. Let's create some boxes here so we can see where to which joints we would essentially skin our geometry to. to and that is to the reverse kinematic joints here. So let's take the first one and parent it to this one to the first ref joint in the chain. This to here parent. Then we can zero it out which essentially moves it into the space. should anyways. Okay well this is up here now. Let's scale it up a little at least in two axes. Let me undo one more time here. I'll actually just zero out the translations not the rotations. Leave those be. And I'll scale it up so that we get a little bit of a wider box here, maybe five, maybe two. OK, then we'll take this and we'll parent it to the next one below. So that one parent, then we zero out the translations. And then the next one, to seven now, parent, We see our out translations, duplicate to six now. Apparent, see our other translations, duplicate to five. We can also just move it here, like that five. See our out the translation, duplicate to four, and so on and so we just step through, create our helper, our visual helper cubes here. 10, two. And then the last one is going to ninth, ninth cube is going under the refk root, which essentially is the end, right? We could actually rename it if we wanted to, but I'll keep those names. Okay, so here we have our joins. And now if we try that again with our reverse K, now you can see this is what the skinning would basically do. So far it's kind of working, okay? But with the bend forward, it's not really working because what we would want, it takes the whole spine and kind of rotates it or bends it. So what we want instead is we want this then to bend in the opposite way, right? And that's what we can set up now, which is actually not too hard to do. All what we have to do is we have to see, okay, how much is this joint rotated? So 28 degrees, and we have to apply those 28 degrees to this joint's rotation, I think in the opposite way. So let's break this here and test it out first. 28, what was it? 28.8, let's copy this actually and paste it in here to see with minus front and that will make these two drawings line up. So we have to do it for all of those drawings here. So that's going to take a while, but that's how it works. Let's zero that out again and connect this up. So, and you know, thinking about that, it might be easier to still have to separate it, because otherwise it will probably be tricky to select those joins here. So one more time, take my refkend, the top one here, and unparalleled. And before I do that, I should always zero out, right? zero to rig. Take my rev-care intro and here top one of the reverse spine, not duplicated but unparalleled and I will move it to the side a little bit. So now what we want to do is, and I'll also hide the GU here, so hide polygons. So now Now when we're using the bend up, we want, and you know what, I think it is easier to parent it back, sorry. We'll do it like this, instead of having it sit on top of each other, we'll just translate it a little bit to the side. So now when we use bend up, we want those joints to go into the opposite direction, that's what we said. So we have to take the rotation of this joint here, 18, and apply to that joint in the opposite way. Here we go. So we'll take those two joints, we will open them up in, let's say the node editor, they're actually already in here, and then we will create a multiply divide in there because what we said is we want them to go into the opposite direction. So let's add the multiplier here. Here we can just use tab and then type multi and then we have our multiply divide node and we hit enter. Here we go. Then we connect those up, expand everything. We'll connect the rotations up to input one. Here we actually need three because it's really a bummer that it does that because it's so simple here. here. I don't know why it has to add those. So here, there is no way around it, because we have three different channels, so we want to connect to three different things. So we need those three unit conversions, unfortunately. And then we're going to take the output from here and connect it to the rotations input. So here we go. One, two, three. And you can already see that's exactly the reason why I don't like the node editor. It creates all these extra, or shows all these extra nodes. They're created in both scenarios, but here we can get rid of them. Okay, so those are connected now. And now if we multiply that with minus one, we should see this one drawing going into the opposite direction, hopefully. Minus one, minus one, minus one. Not yet because... I think I connected it the wrong way around. My bad. Let's undo this. Yep, I did. Let's try this again. So we want to connect from the FK to the refK. Here we go. Let's try this again. Rotate to input 1, all three of them, and then the output to the refK. Here we go. That's the right way. Now we can see it goes even further, but now we have to multiply that with minus 1, minus 1, minus 1, minus 1. And then we can see the first one is already lining up if we look from this side. Now we have to do the same thing for all of them. Okay, I'll clear this. Clear. Add those to in. And then we'll connect from the FK through a multiply divide node to the refK. So I'll add one in. Tab. Multi. Enter. expand all of them. And now connect the rotations to input. And here, obviously, this is quite tedious. It takes a long time to do it. But I would actually script that up. I would write a script that kind of connects that all for us. The output here, I wouldn't do it manually all the time. It takes too much time. We'll do it here in this class. just for those of you who have no scripting experience or not enough, but in a real production, I wouldn't do that all manually. Okay, here we go. And it's not that bad, you know, like I mean, it takes a couple of minutes to do it. So now for the first one, it's already working, okay, for the for the bend up, it's already working. Now we have to do it for the mid one too, for the next ones. Okay, so we just step through and continue connecting the refK up. But before we do that, we want to look at one other thing here. And that is now that I've connected the joints rotation through the multiply divide node to those joint rotations, we get the bend, the regular bend to work properly, right? And if we show our cubes here for a sec, that is working properly now. However, now we lost the ability to use our bend up refk because we basically disconnected it and replaced it with the rotation from the joint coming in. So now what we have to do is we have to take this rotation here and apply it on top of this rotation here. Okay, so we have to add those two values together, the rotation coming from the fk joint plus the attribute coming from the bend up. So we're not quite done here yet, so we have to add a plus minus average node in here, plus minus. And here again you could do that with expressions as well, which might maybe make it a little bit easier. I still prefer multiply divide nodes, especially you know once you script it up, it's not as much work as we're doing here, doing it all manually by hand. So now we connect what's coming from the multiply into input 3d, the first one here. So output goes into this one, then that was good. It's into the second one and third one goes into the third one. And now we can add something here which can essentially be our bend, twist and side. And now we connect the output of that, output 3D, into the rotation instead. Okay, rotate, rotate, and it's adding new unit conversions, but now we don't need those anymore. Those are obsolete, so we could actually delete those if we wanted to. And then, and I will add our from our control this unbend up breath in here so we'll add the control so hit the plus here and we find our control this one and we'll add it also into the mix into the plus minus here but into the the second slot here so the first slot zero and numbering always starts with zero and usually in computers or at least in Maya. So zero is the first one, which is coming from the fk, and then on top of that we will add the bend up ref, if we can find it in here. It's not connected, so we have to expand it more. Bend up ref. So that's going into input 3Dx. And now by By doing that now we can see the first one is already working. The other one not. So we have to connect that up also. We have to do the same thing on this one here. So we'll clear the graph one more time. But actually probably we don't even have to clear it. We just have to show this joint in here, which would be that one, I believe. And then we have to show the, it's really hard here to work not with these tabs. We have to show the input connections from here. So we have the multiplier, and then we have those unit conversions. So let's break those, or let's delete those for a second here. And then instead, add our plus minus node, or a new one rather, plus minus average enter. Let's expand those two guys out. So from the output into input 3D to the first one, zero. Okay, and from here we're going into spinate, rotation, output 3D. Okay, and then now we can add something to the plus minus, which would be the band ref. So we'll add that one in. And then here is our control. And we'll add that to the plus minus node. Let's bring them both down here, a little bit more space. So we'll connect it into the second one here, slot one. So bend up ref goes into the x only, because the other ones are going to be for y and for, or is for twist and side. We want to connect it up. So now if we try this one more time, the top should actually work. So now we can bend forward, and we can also bend backwards. Okay, the top part."
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