Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part6_week08 09 belt rig_frames.zip
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"text": " In this video I want to show you how we can rig a belt or a strap or any type of accessory that is similar to that. It might seem a little bit arbitrary but that was actually something that came up at work recently for me that I had to rig a belt so I thought I might do a video here about it showing an example of how we can rig that or maybe giving you some ideas for what else this could be useful. And all the techniques that I'm going to be using for that is stuff that we've already talked about anyway, so it's nothing brand new or revelational. So that's first, you know, I've started creating this belt here. The moment it's quite simple. There are no holds in there or anything, and it's also fairly low rest, so we can maybe subdivide it one more time, just showing that even if it was high res, it would still work. So let's go to Polis, Mesh, Smoothed Ones. OK, let's work with something like that. And we have our belt buckle here. But even if you had holes in there, it would work exactly the same way, or if you had more detail and so on and so forth. So let's create a rig for that. Let's start by creating a low res mesh polygonal one. So I'll do a cylinder first and move that into position. Try to get the general proportions here right roughly. I'll also set it to eight subdivisions instead of the default 20. OK, maybe something like that. and let's come in here and move the belt out of the model group unparalleled and now we can hide our whole Dan character and we can really focus only on the belt for now. What I want to do next is I want to delete these faces here in the middle only leaving kind of that rim here for our cylinder and I want to move that into position fitting it closely or as closely as I can to the existing belt model. And I want to turn on the smooth preview, so hitting 3. And I want to fit that as close as I can. And it doesn't need to be 100% precise, just roughly the proportions that we want to mimic here with that. The closer you fit it, the better it will be. Of course, but... These could come down a little bit more now. This may be out. Okay. I think I should have moved those to the side, so let's move them back here. Absolute Transforms should be x here, 0. That's where I want them to be in the center. And then that one could come up a bit more out. Maybe a little bit more down. This one here maybe a little bit more up. So I think this is probably close enough. As I said before, it doesn't need to be 100%. So, perhaps something like that. Seems to be fairly close. Let's delete the history and add and freeze it. Delete. Delete the type history and freeze all. And now the next thing that I want to do is I want to skin that to join so I want to create controls for this low res belt here that we've created. Rename this to be M belt low res geo. And we want to be deforming that. And that is then going to drive our high res mesh. So, let's create a few joins and controls. Cylinder, and I'll create a joint here. Joint, the origin. And I'll create a group above the control. Let's parent the joint underneath the circle and then we can delete the history on that circle. Let's first rotate it, 90 degrees. freeze it and I'll parent the joint back under the circle and then we can rename that to be m belt a CTL m belt joint and m belt a group and this should be belt a joint okay so here we have our group control and joint underneath there and now we want to take this belt group and with the control and move it up here and we want to, let's hide the belt model for a second, we want these controls actually we can probably also color code it but we want these to be between those two points. So at a moment we don't have anything to snap to, we could probably use a script to figure out okay what is the position between those two points and then kind and I get it exactly in between. For what I'm going to do real quick temporarily is I'm going to just subdivide it here once with polygons. Sounded somewhere here at divisions. And then we get our divisions here in between. So we have something to snap to. Let's color code this control here real quick. I'll make the color, maybe green, something that we haven't used much yet. And I'll take the group and I'll snap it here to the center. And we can maybe also make our belt control a little bit bigger. So let's come into these vertices and scale it up a bit. Maybe scale it out of it. Or we can do that later on. Let's work with that for now. I want to show you something else here with this too in a moment. But let's take this one and duplicate that group seven more times. So we have eight in total, one for each kind of position here on the lower belt. So two, three, four, five, six, seven, eight. And then we'll take these and we snap them to each of these corners. And we also rotate them 45 degrees each time. So the first one, the next one, that would be 90 now. And then the next one, I'll be back here. So that will be 90 plus 45. That's 135. And then the next one, back here, there will be 180 degrees rotated. Next one. Here is there will be 180 plus 45. So that's 225. And then this one will go here to the center. And that will be 270 degrees. Or we could also do minus 90, which essentially will be the same thing. Doesn't matter. And here we could do minus 45 or 270 plus 45. So that would be 315. 315. The goal here being that we want to be able to later take these controls and move them all here in and outside away from the skin or towards the skin. That's why we're rotating them along with these 45 degree increments. Here I made a mistake. This one should be the group. We want to have that down here. What I also want to do is I want to change these names here and because I'm lazy I'm going to use that renaming script here. I don't want to be doing that all by hand. So let's call our renaming script here. We'll help with that one two three four five six seven eight and then we'll call this M-belt and then one one pound sign here and then we call this group and we want to have alphabetical with names or letters here, so that's done. And then we'll do the same thing for the controls and also for the joints. So controls first, we'll call this JNT, oh sorry, see it CTL. And then we'll do the same thing for the joints as well. JNT, rename. Okay, so now we've all been renamed properly and now as I said before we probably want to be scaling that up a little bit right now there are tiny tiny controls so let's take these and try to scale them up I'll select all my controls here what I do that in the Outliner in the viewport doesn't really matter all my controls And then I'll use the down arrow key and the down arrow key should give me the shapes. So down arrow. Now we have all the shapes selected and we can come into component mode and right click your control vertices and then we should be able to select all these control vertices and scale them up. The problem here is that at the moment now they're scaling not around their own pivot, they're kind of like scaling around a global pivot. So that's not really what we want. want to scale each one individually and kind of something like that perhaps. But we have to do it for one at a time and to be able to scale them all with the same factor I'm going to be using Mel. So if we clear this out here and we scale it up we can see okay this is our command. If we undo that was the last command I refuse so I'll copy that in here and I don't need to pivot around which is scale. So I just want to say scale relative and there may be four units in Y and then in in set I probably want to scale two units. So something around this. And now I can just do the same command, run the same command on the next one. So select the next for disease, run it and then the next one, run it. And I can also use the G key for the last action. So that it will make it very quick. G, G, G, G, and G. Here we go. So now we have the malls scaled up. We could also maybe rotate those a little. So right now we can see that they are kind of straight, so we could take the group above the control and rotate it a little bit like that. The problem now becomes though that if we're selecting D control, it will move in this direction, right? As you can see, which is maybe not something we want. Maybe we want the control to still be moving forward. I think there's some sort of snapping here enabled. Let's see here. Yeah, I have grid snapping on. That's why. OK, here we go. So we probably wanted to be still moving in world space and not really in belt space, I guess. So I'm not going to rotate them, I'll just leave them as they are here. And now we can come in and we can take our joins. And we can take our low res mesh here. The problem with the low res, we already had it subdivided. So we have to undo that. Unfortunately now we did already steps afterwards. So we can't really use undo, but what we can do is here on this poly sub D face on this history that we still have on, turn the divisions to zero and then we're left with our old GU and now we can delete the history and removing that polysubdface that we created earlier. Delete history and now we have our low res again without any history in it and now we can select these joints because we want the low res belt or that representation to be as low res as possible and then we're doing the smoothing afterwards. So let's skin that animation scale skin smooth bind. Now you can see, you can take that and move our low-res belt around with that. Then we'll take the low-res belt. Let's take all these groups here actually, this belt group, group them and this is going to be our M belt rig group. And let's move this down here. The lower S belt, I'll duplicate that and I'll call this mid-res, just like what we did before. We'll do the same thing here what we did with the body also with the belt. So I'll show the shapes and I'll connect the out mesh from that shape from the lower shape into the mid-res shape and then I'll subdivide it. So let's go into the hyper shape and connect those two things and we could use the node editor for that as well. As always we connect and here we are going from shape from low res to shape to a mid-res geo shape and we'll connect the out mesh into the in mesh and then on the mid-res so now we have both of them doing the same thing with the mesh connection created now we can come to the mid-res and we can smooth that ones. Polygons mesh smooth and now we can see we can use that actually let's hide our low res GU and now we can see when we moved that our mid res GU is kind of following that and we can smooth it even one more time maybe so we can come to the poly smooth phase on the mid res and turn the divisions to two and and now we get a nice smooth distribution here. Okay, and now we just have to connect our belt model to that. The regular belt is probably pretty simple. We can just use a raptor former so we'll select our final model for the belt and in our mid-res here, I will connect them via wrap deform. Animation, create wrap. And now we can see that moving around nice and smooth, smooth distribution. For the buckle though, we probably don't want to use a wrap because we don't want this to deform, right? We don't want this to kind of like squash and stretch like this is doing. We want this to stay rigid. rigid. So for this I'm going to use a different technique. I'm going to actually create a follicle on our mid-res and a joint, and then I'll attach the buckle to that joint either with the parent constraint or with skinning, but anyway kind of riveting the buckle to the mid-res geo instead of deforming it with a wrap. So let's hide the belt model again and let's create a follicle here on this one. We could come in here and create our command again. I still have it in there, create a node follicle. But the problem is I don't quite remember what I have to connect from the surface into the follicle plus this is no longer a nerve surface, this is a pulley surface now. So instead of doing that, I'll actually first going to create follicles on this shape here. I'll come to my N here, N Dynamics menu, N here, and then I'll paint hair follicles. Here we go. And then we'll paint. Here we go. So we have a few of them. And then we could check what is connected, what do we have to connect to these follicles and then create it on our own follicle. But now, since we have already created follicles, anyway, we might as well use those. They're now attached to the surface already. So let's the hair system, the nucleus, and the paint effects. We don't need those, and we only really need one follicle here in this case, so let's delete all the other ones. Let's call this belt buckle follicle and unparalleled. We don't need to see that anymore. And let's... there is a curve underneath there, we don't need to see that. And now we can slide this the follicle into the right position. But before I do that, I'm going to create a joint underneath the follicle. We could potentially also just orient or parent constraint the buckle to that follicle directly. We already have a transform here. But in case we want to skin it, I'll actually create a joint. So let's come back to our animation menu, scale it and join tool. It's created somewhere, and then we'll parent a joint underneath the buckle follicle and zero it out the translation, and we'll snap it into the same position here as the follicle. And we can rename this M belt buckle joint. And now we can move this here in UNV space. At the moment it's quite sensitive. That is because our, where did it go even? Here we go. We have to check our UVs in the UV texture editor. We can see that they're quite tiny here for our mid-res geometry. So let's make them a little bit bigger. By just scaling the UVs up, then that will become less sensitive when we're moving in UNB space. I just wanna make sure that I'm still staying, I don't want to go over the 0 to 1 space in here. So don't scale it too big. Then it will be a little bit tricky. But as long as we're in here, that's OK. And now we should be able to move our follicle with a little bit more precision here. It's less sensitive now. For left and right, it's still quite sensitive, because it has to cover that from 0 all the way to 1. So let's turn our belt model to see where we need to position that. And then on the follicle shape, this might already be OK here in this position. Maybe a little bit further to the side. So we can actually type in values here, 0.61 maybe. This might be OK. 1, 2, I think I like 6, 1 better. OK. So let's keep it there. And now we can simply skin the belt buckle to that belt buckle joint, skin smoothbind. And if we're now moving that, we should be able to see that the belt buckle is not deforming. It's always staying in its original state. It's just kind of like rotating with whatever the surface is doing, or rather whatever the follicle is doing in the joint. And the leathery part of the belt here, That's actually the part that's deforming and stretching and so on. So that looks quite nice. Then we have to do a little bit of cleanup here. If we now take all these geos here, the low-res, mid-res, and debacle follicle and parent it under the belt rake, then we can no longer move the belt rake. Or if we do, we will get some double deformations here. So that's not a good idea. So that's undo. Instead, what I'm going to do with these surfaces, lower res, mid res, and belt, balkafalic, I'll group them. And I'll call this mBeltDon'tMoveGroup. This is something that we don't want to move. We only want to move the belt rig that has these groups and the controllers underneath them. And when we move that, let's center the pivot here, modify, center pivot. So when we move that, we can see that we can move the whole belt rig around. without moving the belt on move elements here. Okay? So then we're not getting double deformations. And so what we can now do is we can take the belt on move group and parent it into our rig, show the whole rig again, actually. And let's take the belt on move group and parent it under our rig, animRigDon'tMoveGroup. And let's take the belt model and parent it under our model group. And let's take the belt rig, and that's now what we want to parent inside the rig. So here at the moment, the belt rig is not following the regular rig. So we could take the belt rig and parent it under one of those bind joints. So we have to figure out which one is the closest one. The moment is either two or one. Maybe this one here. Let's try parrying it under spine two and see what we get. So when we move the hips left and right, we can see that we're getting intersections quite easily. It's moving. It's rotating too much for the hips, so we want it to stay a little bit more flat. So perhaps the other joint is better. Let's undo. and take the belt rig and parent it under spine one instead and see if we're getting better results. If we don't, we can always create a new follicle here on our spine surface just for the belt. Okay, and we can create a new belt attachment joined on our IK surface for the spine and use that to parent our belt too, which could be between the spine one in spine 2. But let's see first here, maybe spine 1 will actually work okay. So let's move that. I think that's looking a little bit better, so it doesn't move as much anymore, and you also have to think that you would probably rotate this, something like that perhaps, right? And then it doesn't, it doesn't look so bad. It's working quite okay. So I'll leave it here. I'm not going to create an additional follicle here, but you could if you wanted the attachment point of the belt to break exactly between spine one joint and spine two joint. And now if we're moving this around and we're getting penetrations here somewhere, for example, like this, if we move it quite extreme to the side, then any way just can now take these controls and they can rotate them to kind of avoid the penetration so that I can translate it up, translate it in and out so they have all this control. So for these belt controllers I would probably suggest I would probably suggest leaving the translations and the rotations unlocked. I don't think that we necessarily need scaling. I mean we have that in here too so it does work but I don't think we need that and definitely not the visibility. So let's come in onto these controllers and lock and hide the scale and the visibility. And then we have our belt rig here. We can rotate these guys and translate them and kind of like move it up or whatever we want it to be. The moment here we don't have sliding on the actual skin in it. The moment is just kind of a manual control, but that's probably okay for most cases. It's really only to help a little bit with tweaking the formations or creating a little bit of offset so animators can actually animate that in their shots. And this is exactly how I rigged the belt at work. We could make it more complex and add a way how we can have it slide automatically over the surface, but in my mind it's probably overkill. I don't think we need that really for this type of belt. For now this will work. And if you had some sort of straps or so, I would do it in a similar way. I would always, for each control in that case, I would probably find the closest spine joint and parent it to that so that when you're using bending, example, that will kind of do the right thing. Maybe here this doesn't look too good, so perhaps in fact it might be better to have an in-between joint here, because we don't want this to be rotating so much. But yeah, there you have it. So this is how we could very, very quickly and easily create a belt rig.",
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"text": " In this video I want to show you how we can rig a belt or a strap or any type of accessory that is similar to that. It might seem a little bit arbitrary but that was actually something that came up at work recently for me that I had to rig a belt so I thought I might do a video here about it showing an example of how we can rig that or maybe giving you some ideas for what else this could be useful. And all the techniques that I'm going to be using for that is stuff that we've already talked about anyway, so it's nothing brand new or revelational. So that's first, you know, I've started creating this belt here. The moment it's quite simple. There are no holds in there or anything, and it's also fairly low rest, so we can maybe subdivide it one more time, just showing that even if it was high res, it would still work. So let's go to Polis, Mesh, Smoothed Ones. OK, let's work with something like that. And we have our belt buckle here. But even if you had holes in there, it would work exactly the same way, or if you had more detail and so on and so forth. So let's create a rig for that. Let's start by creating a low res mesh polygonal one. So I'll do a cylinder first and move that into position. Try to get the general proportions here right roughly. I'll also set it to eight subdivisions instead of the default 20. OK, maybe something like that. and let's come in here and move the belt out of the model group unparalleled and now we can hide our whole Dan character and we can really focus only on the belt for now. What I want to do next is I want to delete these faces here in the middle only leaving kind of that rim here for our cylinder and I want to move that into position fitting it closely or as closely as I can to the existing belt model. And I want to turn on the smooth preview, so hitting 3. And I want to fit that as close as I can. And it doesn't need to be 100% precise, just roughly the proportions that we want to mimic here with that. The closer you fit it, the better it will be. Of course, but... These could come down a little bit more now. This may be out. Okay. I think I should have moved those to the side, so let's move them back here. Absolute Transforms should be x here, 0. That's where I want them to be in the center. And then that one could come up a bit more out. Maybe a little bit more down. This one here maybe a little bit more up. So I think this is probably close enough. As I said before, it doesn't need to be 100%. So, perhaps something like that. Seems to be fairly close. Let's delete the history and add and freeze it. Delete. Delete the type history and freeze all. And now the next thing that I want to do is I want to skin that to join so I want to create controls for this low res belt here that we've created. Rename this to be M belt low res geo. And we want to be deforming that. And that is then going to drive our high res mesh. So, let's create a few joins and controls. Cylinder, and I'll create a joint here. Joint, the origin. And I'll create a group above the control. Let's parent the joint underneath the circle and then we can delete the history on that circle. Let's first rotate it, 90 degrees. freeze it and I'll parent the joint back under the circle and then we can rename that to be m belt a CTL m belt joint and m belt a group and this should be belt a joint okay so here we have our group control and joint underneath there and now we want to take this belt group and with the control and move it up here and we want to, let's hide the belt model for a second, we want these controls actually we can probably also color code it but we want these to be between those two points. So at a moment we don't have anything to snap to, we could probably use a script to figure out okay what is the position between those two points and then kind and I get it exactly in between. For what I'm going to do real quick temporarily is I'm going to just subdivide it here once with polygons. Sounded somewhere here at divisions. And then we get our divisions here in between. So we have something to snap to. Let's color code this control here real quick. I'll make the color, maybe green, something that we haven't used much yet. And I'll take the group and I'll snap it here to the center. And we can maybe also make our belt control a little bit bigger. So let's come into these vertices and scale it up a bit. Maybe scale it out of it. Or we can do that later on. Let's work with that for now. I want to show you something else here with this too in a moment. But let's take this one and duplicate that group seven more times. So we have eight in total, one for each kind of position here on the lower belt. So two, three, four, five, six, seven, eight. And then we'll take these and we snap them to each of these corners. And we also rotate them 45 degrees each time. So the first one, the next one, that would be 90 now. And then the next one, I'll be back here. So that will be 90 plus 45. That's 135. And then the next one, back here, there will be 180 degrees rotated. Next one. Here is there will be 180 plus 45. So that's 225. And then this one will go here to the center. And that will be 270 degrees. Or we could also do minus 90, which essentially will be the same thing. Doesn't matter. And here we could do minus 45 or 270 plus 45. So that would be 315. 315. The goal here being that we want to be able to later take these controls and move them all here in and outside away from the skin or towards the skin. That's why we're rotating them along with these 45 degree increments. Here I made a mistake. This one should be the group. We want to have that down here. What I also want to do is I want to change these names here and because I'm lazy I'm going to use that renaming script here. I don't want to be doing that all by hand. So let's call our renaming script here. We'll help with that one two three four five six seven eight and then we'll call this M-belt and then one one pound sign here and then we call this group and we want to have alphabetical with names or letters here, so that's done. And then we'll do the same thing for the controls and also for the joints. So controls first, we'll call this JNT, oh sorry, see it CTL. And then we'll do the same thing for the joints as well. JNT, rename. Okay, so now we've all been renamed properly and now as I said before we probably want to be scaling that up a little bit right now there are tiny tiny controls so let's take these and try to scale them up I'll select all my controls here what I do that in the Outliner in the viewport doesn't really matter all my controls And then I'll use the down arrow key and the down arrow key should give me the shapes. So down arrow. Now we have all the shapes selected and we can come into component mode and right click your control vertices and then we should be able to select all these control vertices and scale them up. The problem here is that at the moment now they're scaling not around their own pivot, they're kind of like scaling around a global pivot. So that's not really what we want. want to scale each one individually and kind of something like that perhaps. But we have to do it for one at a time and to be able to scale them all with the same factor I'm going to be using Mel. So if we clear this out here and we scale it up we can see okay this is our command. If we undo that was the last command I refuse so I'll copy that in here and I don't need to pivot around which is scale. So I just want to say scale relative and there may be four units in Y and then in in set I probably want to scale two units. So something around this. And now I can just do the same command, run the same command on the next one. So select the next for disease, run it and then the next one, run it. And I can also use the G key for the last action. So that it will make it very quick. G, G, G, G, and G. Here we go. So now we have the malls scaled up. We could also maybe rotate those a little. So right now we can see that they are kind of straight, so we could take the group above the control and rotate it a little bit like that. The problem now becomes though that if we're selecting D control, it will move in this direction, right? As you can see, which is maybe not something we want. Maybe we want the control to still be moving forward. I think there's some sort of snapping here enabled. Let's see here. Yeah, I have grid snapping on. That's why. OK, here we go. So we probably wanted to be still moving in world space and not really in belt space, I guess. So I'm not going to rotate them, I'll just leave them as they are here. And now we can come in and we can take our joins. And we can take our low res mesh here. The problem with the low res, we already had it subdivided. So we have to undo that. Unfortunately now we did already steps afterwards. So we can't really use undo, but what we can do is here on this poly sub D face on this history that we still have on, turn the divisions to zero and then we're left with our old GU and now we can delete the history and removing that polysubdface that we created earlier. Delete history and now we have our low res again without any history in it and now we can select these joints because we want the low res belt or that representation to be as low res as possible and then we're doing the smoothing afterwards. So let's skin that animation scale skin smooth bind. Now you can see, you can take that and move our low-res belt around with that. Then we'll take the low-res belt. Let's take all these groups here actually, this belt group, group them and this is going to be our M belt rig group. And let's move this down here. The lower S belt, I'll duplicate that and I'll call this mid-res, just like what we did before. We'll do the same thing here what we did with the body also with the belt. So I'll show the shapes and I'll connect the out mesh from that shape from the lower shape into the mid-res shape and then I'll subdivide it. So let's go into the hyper shape and connect those two things and we could use the node editor for that as well. As always we connect and here we are going from shape from low res to shape to a mid-res geo shape and we'll connect the out mesh into the in mesh and then on the mid-res so now we have both of them doing the same thing with the mesh connection created now we can come to the mid-res and we can smooth that ones. Polygons mesh smooth and now we can see we can use that actually let's hide our low res GU and now we can see when we moved that our mid res GU is kind of following that and we can smooth it even one more time maybe so we can come to the poly smooth phase on the mid res and turn the divisions to two and and now we get a nice smooth distribution here. Okay, and now we just have to connect our belt model to that. The regular belt is probably pretty simple. We can just use a raptor former so we'll select our final model for the belt and in our mid-res here, I will connect them via wrap deform. Animation, create wrap. And now we can see that moving around nice and smooth, smooth distribution. For the buckle though, we probably don't want to use a wrap because we don't want this to deform, right? We don't want this to kind of like squash and stretch like this is doing. We want this to stay rigid. rigid. So for this I'm going to use a different technique. I'm going to actually create a follicle on our mid-res and a joint, and then I'll attach the buckle to that joint either with the parent constraint or with skinning, but anyway kind of riveting the buckle to the mid-res geo instead of deforming it with a wrap. So let's hide the belt model again and let's create a follicle here on this one. We could come in here and create our command again. I still have it in there, create a node follicle. But the problem is I don't quite remember what I have to connect from the surface into the follicle plus this is no longer a nerve surface, this is a pulley surface now. So instead of doing that, I'll actually first going to create follicles on this shape here. I'll come to my N here, N Dynamics menu, N here, and then I'll paint hair follicles. Here we go. And then we'll paint. Here we go. So we have a few of them. And then we could check what is connected, what do we have to connect to these follicles and then create it on our own follicle. But now, since we have already created follicles, anyway, we might as well use those. They're now attached to the surface already. So let's the hair system, the nucleus, and the paint effects. We don't need those, and we only really need one follicle here in this case, so let's delete all the other ones. Let's call this belt buckle follicle and unparalleled. We don't need to see that anymore. And let's... there is a curve underneath there, we don't need to see that. And now we can slide this the follicle into the right position. But before I do that, I'm going to create a joint underneath the follicle. We could potentially also just orient or parent constraint the buckle to that follicle directly. We already have a transform here. But in case we want to skin it, I'll actually create a joint. So let's come back to our animation menu, scale it and join tool. It's created somewhere, and then we'll parent a joint underneath the buckle follicle and zero it out the translation, and we'll snap it into the same position here as the follicle. And we can rename this M belt buckle joint. And now we can move this here in UNV space. At the moment it's quite sensitive. That is because our, where did it go even? Here we go. We have to check our UVs in the UV texture editor. We can see that they're quite tiny here for our mid-res geometry. So let's make them a little bit bigger. By just scaling the UVs up, then that will become less sensitive when we're moving in UNB space. I just wanna make sure that I'm still staying, I don't want to go over the 0 to 1 space in here. So don't scale it too big. Then it will be a little bit tricky. But as long as we're in here, that's OK. And now we should be able to move our follicle with a little bit more precision here. It's less sensitive now. For left and right, it's still quite sensitive, because it has to cover that from 0 all the way to 1. So let's turn our belt model to see where we need to position that. And then on the follicle shape, this might already be OK here in this position. Maybe a little bit further to the side. So we can actually type in values here, 0.61 maybe. This might be OK. 1, 2, I think I like 6, 1 better. OK. So let's keep it there. And now we can simply skin the belt buckle to that belt buckle joint, skin smoothbind. And if we're now moving that, we should be able to see that the belt buckle is not deforming. It's always staying in its original state. It's just kind of like rotating with whatever the surface is doing, or rather whatever the follicle is doing in the joint. And the leathery part of the belt here, That's actually the part that's deforming and stretching and so on. So that looks quite nice. Then we have to do a little bit of cleanup here. If we now take all these geos here, the low-res, mid-res, and debacle follicle and parent it under the belt rake, then we can no longer move the belt rake. Or if we do, we will get some double deformations here. So that's not a good idea. So that's undo. Instead, what I'm going to do with these surfaces, lower res, mid res, and belt, balkafalic, I'll group them. And I'll call this mBeltDon'tMoveGroup. This is something that we don't want to move. We only want to move the belt rig that has these groups and the controllers underneath them. And when we move that, let's center the pivot here, modify, center pivot. So when we move that, we can see that we can move the whole belt rig around. without moving the belt on move elements here. Okay? So then we're not getting double deformations. And so what we can now do is we can take the belt on move group and parent it into our rig, show the whole rig again, actually. And let's take the belt on move group and parent it under our rig, animRigDon'tMoveGroup. And let's take the belt model and parent it under our model group. And let's take the belt rig, and that's now what we want to parent inside the rig. So here at the moment, the belt rig is not following the regular rig. So we could take the belt rig and parent it under one of those bind joints. So we have to figure out which one is the closest one. The moment is either two or one. Maybe this one here. Let's try parrying it under spine two and see what we get. So when we move the hips left and right, we can see that we're getting intersections quite easily. It's moving. It's rotating too much for the hips, so we want it to stay a little bit more flat. So perhaps the other joint is better. Let's undo. and take the belt rig and parent it under spine one instead and see if we're getting better results. If we don't, we can always create a new follicle here on our spine surface just for the belt. Okay, and we can create a new belt attachment joined on our IK surface for the spine and use that to parent our belt too, which could be between the spine one in spine 2. But let's see first here, maybe spine 1 will actually work okay. So let's move that. I think that's looking a little bit better, so it doesn't move as much anymore, and you also have to think that you would probably rotate this, something like that perhaps, right? And then it doesn't, it doesn't look so bad. It's working quite okay. So I'll leave it here. I'm not going to create an additional follicle here, but you could if you wanted the attachment point of the belt to break exactly between spine one joint and spine two joint. And now if we're moving this around and we're getting penetrations here somewhere, for example, like this, if we move it quite extreme to the side, then any way just can now take these controls and they can rotate them to kind of avoid the penetration so that I can translate it up, translate it in and out so they have all this control. So for these belt controllers I would probably suggest I would probably suggest leaving the translations and the rotations unlocked. I don't think that we necessarily need scaling. I mean we have that in here too so it does work but I don't think we need that and definitely not the visibility. So let's come in onto these controllers and lock and hide the scale and the visibility. And then we have our belt rig here. We can rotate these guys and translate them and kind of like move it up or whatever we want it to be. The moment here we don't have sliding on the actual skin in it. The moment is just kind of a manual control, but that's probably okay for most cases. It's really only to help a little bit with tweaking the formations or creating a little bit of offset so animators can actually animate that in their shots. And this is exactly how I rigged the belt at work. We could make it more complex and add a way how we can have it slide automatically over the surface, but in my mind it's probably overkill. I don't think we need that really for this type of belt. For now this will work. And if you had some sort of straps or so, I would do it in a similar way. I would always, for each control in that case, I would probably find the closest spine joint and parent it to that so that when you're using bending, example, that will kind of do the right thing. Maybe here this doesn't look too good, so perhaps in fact it might be better to have an in-between joint here, because we don't want this to be rotating so much. But yeah, there you have it. So this is how we could very, very quickly and easily create a belt rig."
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}
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]
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}
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