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Add transcription for: week01 07 intial joint placement and naming pt4.wav

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transcriptions/week01 07 intial joint placement and naming pt4_transcription.json ADDED
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+ "text": " We take all these joints, we can actually see we cannot take all these joints at once and rotate them forward. Because we kind of have an S shape so we're changing direction here. So if we try to rotate them all in the same direction you can see that some joints are going backwards. So these joints are rotating back and these ones are rotating forward. So we're kind of getting this kind of C shape in here as opposed to all kind of curling forward. And the reason for that is actually the joint orientations as well. So if we kind of zoom in here a lot, then you can see each of these joints has this little icon symbol, right? So, and you can see one is facing to this side here, the blue one, and here the blue one is facing to the other side. And that's exactly the reason why one is bending forward and one is bending backwards. We can make these bigger or appear a little bit easier to see if we select those joints and we go to Skeleton Orient Join Tool. And we toggle the local axis visibility. We have to toggle it on for all the joints. We have to select all the joints that we want to toggle it on and then we can toggle it on. And then we can see how the orientation of these joints actually is. and you can see here that they are not all facing the same way. The end joint we can usually ignore, but let's turn it on here too. So the way how this works is if you select this one, the first one, the one that's facing outwards or in any case XYSE, that's always the axis that you're rotating around. So for example, here bending forwards, that means I'm rotating around set, right? Therefore, if I rotate Z, that's what it does. It rotates around this axis Z. If I do the twisting, that's going to be my X axis here, as you can see. If I rotate, that's X is going to be twisting around itself, and then the Y is going to be the side motion. So if we want to make this work, that all joins... And here you can see, in one case, it's facing to one side, so that means, let's see here, negative is forward. And in the other side, it's kind of facing to the other side, or in this joint, it's facing to the other side. So if we now bend this forward, this is positive. So therefore, if you now select both of them and you kind of enter the same value, or you put in the same value by rotating them at the same time, or also if we put 30 here on both, then 30 for this joint means it's going to rotate backwards because Z is facing this way and here it's facing that way so it's going to rotate forwards, right? So what we have to do to make this work is we have to make sure that all are facing in the same way. Let me set those back to zero and then the way how this works is with this orient joint tool, probably know about it but I'll mention it anyway for those of you who don't, hopefully you all do. If you have done rigging before and since this is an advanced class, I kind of expect that you guys all have at least intermediate rigging knowledge, so you should be familiar with this orange drawing tool. But I'll kind of walk you through it anyway in case somebody doesn't know or hasn't used it before. So what we want to do is we want to pick a primary axis. So here, if we look at what the primary axis is by default, the primary axis, which is the axis that's facing to the next joint, to the trial joint for each joint. In this case, it would be x is the primary axis. So here we pick x as our primary axis. Then for our secondary axis, we can pick any of the other two remaining ones. Why is that here? Because x is already picked. If for our secondary axis we pick X, then you can see it's destroying our primary axis. So we cannot have both the same. So we want to keep our primary axis at X, and I will choose one of the other ones. And it doesn't really matter which one, and you will see why in a second. Here for this case I would probably pick the primary, let's say, Z. That's what we want to change, Z. And what I want to do with Z, the secondary axis, is I want to make them like the world axis, which is the third line, like the world axis, I want all of them to go into this direction over here. So if we look at the world symbol, this world axis icon here, they're all facing an x, okay? Well, those are facing, those sets are facing like world axis x, right? So if we want to make all of them face into the same way, then we can just pick x here. And it should go positive if we want them all to go to this side over here, then it would be positive because that's positive, where there is no line that's negative space. So we wanted positive x and now if we select the first one and we have orient children of selected joints turn on, then we can just hit apply and you can now see all of them are aligned kind of the same way except for the last drawing vote. Again, I told you guys we can ignore that. So those are all now in the same, you know, oriented in the same way, primary is facing to the child that would be x, and secondary, where we said, okay, we want the secondary to be z, that's all facing like the world x, which we defined here in the last row here, world orientation. And the reason why I said it doesn't really matter whether we pick y here or z is because even if we pick y and we say all the y's should try to go like, now if we look at it from the side view, all the y's should go like z, right? They should all point forward. So if we pick set here, and we say, okay, that's all the positive because we can see the lines in that space and we hit apply, check out what's happening to these axes here if I'd apply. Nothing at all. Okay, because again, it's exactly the same. It's not going to make them all straight because it has to, you know, first obey its primary rule here, its primary axis. So that can change. The secondary axis only tries to be as close as possible while still preserving the primary axis. So therefore, it's trying its best as it can to also, besides, you know, the primary facing to the child's eye, and it also tries to make the secondary like the world that we defined here. So that means that y and z positive, we'd apply, it's exactly the same as if we go to the other view and we say set all the sets should go to x hit apply it's exactly the same thing. Now that we have them all the same if we select them and we try to bend them forward you can see now they are all rotating in the same way. So mission accomplished. The end joint again we can ignore but if you want to make the end joint the same what What you can do is you can just select the end joint and I think you can do it here somehow. I believe it's... Is it already joined to world? I'm not 100% sure. Well that's going to... I think that works too. What I usually do is I usually just come into the attribute editor and just make sure that I put all joint orientation 0 here everywhere. Put joint 0, 0, 0, all these three. But I think that's kind of the same as saying orient joint to world. Then it will basically just pick up the same orientation of this joint and apply it to that last joint as well here to this end joint. But again, because we're not going to rotate this last joint anyway, we can kind of ignore that even if it has a weird orientation. all that we're interested in here are these kind of four joints that have kind of the same orientation. And one other thing that I wanted to mention here is, so now that we have them, you know, all the same, there is one more consideration that I usually do, and that is probably also not that important, but I like to think about it too, even if it's a minor thing, but here now for bending forwards we have Z, for twisting we have X, we can twist around X, and for side motion we have Y. If we check out the foot here for example or the leg, we also have kind of the same thing. For the arm, if we try to bend it would be, bending here would be y. For the finger, bending would be z again. So it is kind of twisting here. Well actually this is probably the same for all of them, but what I like to think about with these axes is, I like to think about bending is always x. I kind of like to think of this as not rotation x, y, z. I like to think about this as bend, twist, and side. I'll show you why I'm doing that, because if you pick any random object here, like a cube for example, creating that, by default, what it will be is bending, I consider bending being the main rotation. So bending forward for example, the head is bending forward and backwards. Twisting, that usually means kind of twisting the object around itself here for a cube. It perhaps doesn't make too much sense, but that's twist for me. I'm twisting the object around itself. And the same thing kind of applies to joints too. And then the last one remaining, it's kind of side motion, and that would be set. So therefore I think of this as bend, twist, and side. And you can think of this as, you know, for the spine or for the head joint, for example, or but really for anything that you're creating here. Okay, so going back to the spine, we don't have that at the moment. We have bent forward is actually set. It's not really X, right? But we can change that with that same tool that we just used the orange joint tool. So we go back to the orange joint tool. What we can do is we just have to pick different axes here. So we turn it off and instead of primary axis X, which is our twisting, we can say, okay, which axis do we want to use as our twist, right? So if we think about that cube or what I just said, with bend twist side, the twist would be y. So then we just pick as our primary axis, we just pick y, and then as our secondary axis, this is going to be the axis that we want to bend, right, forward backwards. We pick x now, and we want x to be like the world X here. So X like X positive and then we'd apply on the first joint and now it changed everything and now we kind of have exactly what we wanted. So if we pick any of these joints we have twist is Y, bend is X and then the last one, set that's a side. I have to write. Now there is one more thing, okay so that's kind of okay now. There is one more thing to consider too and that is going into the right direction. So at the moment we have bending forward is positive. Okay, so positive values here, rotate x is bending the character forwards. Negative values is kind of bending it backwards. So that's probably what we want but if for whatever reason you want it to be in the opposite way so that bending forward is actually negative, you could also achieve that here with the orn joint options by just saying all the x's should not point in this direction, all the x's should point into the opposite direction. So instead of saying all the x secondary axes should not face like positive x, they should face like negative x. So we say x negative of the world. We'd apply on the first joint here again. Now all the x's are facing in the opposite direction, and now if we try to bend one of those joints, it's still going to be x that's bending, But you can see now negative is going to rotate it forward. So we kind of change that. Now negative is forward and positive is backwards. Now it depends a little bit what you want to do, but you can see how flexible that is here and how you have influence over that. So I'm going to change it back to be x, like x positive of the world. Because I actually do want that when it's bending forward, should be positive values. Or when I'm applying positive values, it should bend forward. And the same way where we just did for the spine, we can think of everything the same way. That means that we have to kind of touch every single axis here, because if I show these axes of those arm joints, talk a local rotation axis, you can see that it still has kind of the wrong ones. Twisting is still x. And bending, here also twisting is x. and bending in this case is y. While I said before that the main axis bending should be x. So if I want to be consistent about it, then I would change this one here too. I can just use the same settings here actually, or is it true? Not the same settings, but y would be our primary axis that's facing to the child. And then the secondary axis can probably use x. Should be our secondary axis. That should be our bend axis. that should be like y in the world. So which is y positive. And we select the first joint with apply. Now we have that. So we have our twist axis is now y and our bent axis is now x and positive going forward. If we wanted it to be negative going forward, then same thing we could just kind of negate that and say, okay, it should point like negative y in the world, so then it would just point downwards. But here, that's actually okay, because bending forward, that's kind of my primary axis and I'm bending backwards, that's going to be negative values here. And then we can just step through everything and kind of do it the same way. So here looking at these fingers, toggling them on, same thing. We want to have, actually here we can, we have to see what we want to do. So we want the primary to be y, that's for sure, for our twisting. And then the secondary should probably be facing to the side here, so that's our bend, finger bending down, right? So that would be x secondary and we want to make it, try to make it like to check, looking from the top for example, we want to make it go in this direction over here. Let's try that. be Z negative. Z negative. We select the first one, see what we get. Apply. So now we have twist just like with the others. That's twisting around itself and bending is now X but it's negative. Although this is the main one is kind of going down. That's kind of where most of the motion is happening going down, not so much going up. So I want positive to bend down. So then I just have to swap this around. Instead of going, instead of the axis trying to be like negative z, it should be like positive z. Selecting the first one, that brings all the axis over here. And then now I should have what I want. So it's still x, but now positive is bending the finger down, the joint down. And now we can apply all of those. The same one and now if we test it and we twist then they are twisting around itself in Y and if they are bending positive in X then they are all bending down. So that's all working. This one is also working and Now the last one that's remaining is the thumb. So let's toggle those on. We see what we're doing. And here we already wrote it in the noun so you can see that they are kind of messed up anyway. So we have to fix them because we didn't use the automatic orientation. Now we're using manual orientation here. And we want also y to be our twist axis. And then let's say, well actually we want to probably make them the same as all the other joins here. So let's just use the same settings and see what we get. Okay. Now if I rotate, if I try to bend, it's going to bend like that. So that's that's probably not correct, right? This is not really bending, this is side. So it should be something else. Now we have to see what we need. The bending should probably be like why it should try to face up. Let's try y positive and on the first joint, deploy. Okay, see what that gives us. So now this is negative, so it should probably be negative, it should face down. Let's try that. Negative. Why? Then it's facing down. So now bending inwards is going to be positive like the other fingers. Okay, that's probably better because now what I can do is I can select both of these. You can bend them both in X and they're both going together, they're both bending in inwards. Okay, or both are bending outwards with negative values. One thing though, if we try to rotate it and we look at the model, how the model is modeled, you can see that it's not really bending how you would expect probably. The way how the finger is modeled, you would probably expect it to kind of bend diagonally here. Not inverse like this. You probably want to bend it like this, following how the finger is modeled here. Or even if you look at your own finger, like how it's rotating, how it's bending, how it's curling in, it wouldn't curl in like that. It would probably curl in downwards, kind of towards the palm here. So how can we achieve that? This is kind of how far we can get with this tool. But now what you can do is, if we hide the the geoforcer, you can now manually rotate these axes. And the way how to do that is, perhaps you already know that too, but if you go into Component Mode with your drawing selected, and then you go into your squester mark here, which is kind of hidden for me, I have a smaller screen, but if you open this, if you don't see it, there's a squester mark here in Component Mode, and if you right click and you turn on local rotation axis. And what that will do is now you can actually select these axes. Without that, if this was turned off, you wouldn't be able to select the axes. You can select a joint here. If you're in object mode, you can select a joint, but not the axis itself. But if you're in component mode and you click on the question mark, right click, and say local rotation axis, then you can actually click and select those axes. those axes being selected, what you can now do is you can actually rotate them. You can go into the rotation tool and rotate them. It won't work unless you are, I think it is local space, so let's try that here. So if you go to the rotation settings, Gimbal mode, if you try that, it doesn't really work. It's just kind of jittering a little bit, but you cannot really rotate it. Vault mode is also not that great because, well, then you're just rotating it in vault, and you're kind of destroying the primary axes here. rotating it away. There's also no good. The really one that only works is local mode. If you're going to local mode, then you can kind of twist now around the primary axis as you can see here. So the primary axis stays intact. All what we're doing is just changing where the secondary axis kind of faces to. And now we we can turn back our geometry here. And we can kind of like try to rotate it so that it is the same as the other fingers. So here, for example, for the index finger, we can see that the blue one is facing down from the bottom of the finger. So we'll try to make the same here by rotating them until we have the blue one kind of facing out from the bottom here. So a little bit more maybe. Something like that. OK. That will probably work fine. And you can see I did it for all three at the same time, so that they are kind of rotating all together. They're all rotating around its own local axes, but or its own Y, but they're all rotating together. We can obviously also go in and kind of like make fine-tuned adjustments and rotating them one by one, but I want to rotate all three of them at the same time, making sure that I'm getting that right here. So something like that probably will work. And now if we try going out of component mode back into object mode, we select this joint here. We now try to rotate it. Now you can see I'm rotating. I'm bending down right bend to a side, remember. So I'm bending it down in positive, and it's bending the correct way how I want it here. And also for the next joint. actually for all the joints, because now we have the axis properly, the way how we want them.",
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+ "text": " We take all these joints, we can actually see we cannot take all these joints at once and rotate them forward. Because we kind of have an S shape so we're changing direction here. So if we try to rotate them all in the same direction you can see that some joints are going backwards. So these joints are rotating back and these ones are rotating forward. So we're kind of getting this kind of C shape in here as opposed to all kind of curling forward. And the reason for that is actually the joint orientations as well. So if we kind of zoom in here a lot, then you can see each of these joints has this little icon symbol, right? So, and you can see one is facing to this side here, the blue one, and here the blue one is facing to the other side. And that's exactly the reason why one is bending forward and one is bending backwards. We can make these bigger or appear a little bit easier to see if we select those joints and we go to Skeleton Orient Join Tool. And we toggle the local axis visibility. We have to toggle it on for all the joints. We have to select all the joints that we want to toggle it on and then we can toggle it on. And then we can see how the orientation of these joints actually is. and you can see here that they are not all facing the same way. The end joint we can usually ignore, but let's turn it on here too. So the way how this works is if you select this one, the first one, the one that's facing outwards or in any case XYSE, that's always the axis that you're rotating around. So for example, here bending forwards, that means I'm rotating around set, right? Therefore, if I rotate Z, that's what it does. It rotates around this axis Z. If I do the twisting, that's going to be my X axis here, as you can see. If I rotate, that's X is going to be twisting around itself, and then the Y is going to be the side motion. So if we want to make this work, that all joins... And here you can see, in one case, it's facing to one side, so that means, let's see here, negative is forward. And in the other side, it's kind of facing to the other side, or in this joint, it's facing to the other side. So if we now bend this forward, this is positive. So therefore, if you now select both of them and you kind of enter the same value, or you put in the same value by rotating them at the same time, or also if we put 30 here on both, then 30 for this joint means it's going to rotate backwards because Z is facing this way and here it's facing that way so it's going to rotate forwards, right? So what we have to do to make this work is we have to make sure that all are facing in the same way. Let me set those back to zero and then the way how this works is with this orient joint tool, probably know about it but I'll mention it anyway for those of you who don't, hopefully you all do. If you have done rigging before and since this is an advanced class, I kind of expect that you guys all have at least intermediate rigging knowledge, so you should be familiar with this orange drawing tool. But I'll kind of walk you through it anyway in case somebody doesn't know or hasn't used it before. So what we want to do is we want to pick a primary axis. So here, if we look at what the primary axis is by default, the primary axis, which is the axis that's facing to the next joint, to the trial joint for each joint. In this case, it would be x is the primary axis. So here we pick x as our primary axis. Then for our secondary axis, we can pick any of the other two remaining ones. Why is that here? Because x is already picked. If for our secondary axis we pick X, then you can see it's destroying our primary axis. So we cannot have both the same. So we want to keep our primary axis at X, and I will choose one of the other ones. And it doesn't really matter which one, and you will see why in a second. Here for this case I would probably pick the primary, let's say, Z. That's what we want to change, Z. And what I want to do with Z, the secondary axis, is I want to make them like the world axis, which is the third line, like the world axis, I want all of them to go into this direction over here. So if we look at the world symbol, this world axis icon here, they're all facing an x, okay? Well, those are facing, those sets are facing like world axis x, right? So if we want to make all of them face into the same way, then we can just pick x here. And it should go positive if we want them all to go to this side over here, then it would be positive because that's positive, where there is no line that's negative space. So we wanted positive x and now if we select the first one and we have orient children of selected joints turn on, then we can just hit apply and you can now see all of them are aligned kind of the same way except for the last drawing vote. Again, I told you guys we can ignore that. So those are all now in the same, you know, oriented in the same way, primary is facing to the child that would be x, and secondary, where we said, okay, we want the secondary to be z, that's all facing like the world x, which we defined here in the last row here, world orientation. And the reason why I said it doesn't really matter whether we pick y here or z is because even if we pick y and we say all the y's should try to go like, now if we look at it from the side view, all the y's should go like z, right? They should all point forward. So if we pick set here, and we say, okay, that's all the positive because we can see the lines in that space and we hit apply, check out what's happening to these axes here if I'd apply. Nothing at all. Okay, because again, it's exactly the same. It's not going to make them all straight because it has to, you know, first obey its primary rule here, its primary axis. So that can change. The secondary axis only tries to be as close as possible while still preserving the primary axis. So therefore, it's trying its best as it can to also, besides, you know, the primary facing to the child's eye, and it also tries to make the secondary like the world that we defined here. So that means that y and z positive, we'd apply, it's exactly the same as if we go to the other view and we say set all the sets should go to x hit apply it's exactly the same thing. Now that we have them all the same if we select them and we try to bend them forward you can see now they are all rotating in the same way. So mission accomplished. The end joint again we can ignore but if you want to make the end joint the same what What you can do is you can just select the end joint and I think you can do it here somehow. I believe it's... Is it already joined to world? I'm not 100% sure. Well that's going to... I think that works too. What I usually do is I usually just come into the attribute editor and just make sure that I put all joint orientation 0 here everywhere. Put joint 0, 0, 0, all these three. But I think that's kind of the same as saying orient joint to world. Then it will basically just pick up the same orientation of this joint and apply it to that last joint as well here to this end joint. But again, because we're not going to rotate this last joint anyway, we can kind of ignore that even if it has a weird orientation. all that we're interested in here are these kind of four joints that have kind of the same orientation. And one other thing that I wanted to mention here is, so now that we have them, you know, all the same, there is one more consideration that I usually do, and that is probably also not that important, but I like to think about it too, even if it's a minor thing, but here now for bending forwards we have Z, for twisting we have X, we can twist around X, and for side motion we have Y. If we check out the foot here for example or the leg, we also have kind of the same thing. For the arm, if we try to bend it would be, bending here would be y. For the finger, bending would be z again. So it is kind of twisting here. Well actually this is probably the same for all of them, but what I like to think about with these axes is, I like to think about bending is always x. I kind of like to think of this as not rotation x, y, z. I like to think about this as bend, twist, and side. I'll show you why I'm doing that, because if you pick any random object here, like a cube for example, creating that, by default, what it will be is bending, I consider bending being the main rotation. So bending forward for example, the head is bending forward and backwards. Twisting, that usually means kind of twisting the object around itself here for a cube. It perhaps doesn't make too much sense, but that's twist for me. I'm twisting the object around itself. And the same thing kind of applies to joints too. And then the last one remaining, it's kind of side motion, and that would be set. So therefore I think of this as bend, twist, and side. And you can think of this as, you know, for the spine or for the head joint, for example, or but really for anything that you're creating here. Okay, so going back to the spine, we don't have that at the moment. We have bent forward is actually set. It's not really X, right? But we can change that with that same tool that we just used the orange joint tool. So we go back to the orange joint tool. What we can do is we just have to pick different axes here. So we turn it off and instead of primary axis X, which is our twisting, we can say, okay, which axis do we want to use as our twist, right? So if we think about that cube or what I just said, with bend twist side, the twist would be y. So then we just pick as our primary axis, we just pick y, and then as our secondary axis, this is going to be the axis that we want to bend, right, forward backwards. We pick x now, and we want x to be like the world X here. So X like X positive and then we'd apply on the first joint and now it changed everything and now we kind of have exactly what we wanted. So if we pick any of these joints we have twist is Y, bend is X and then the last one, set that's a side. I have to write. Now there is one more thing, okay so that's kind of okay now. There is one more thing to consider too and that is going into the right direction. So at the moment we have bending forward is positive. Okay, so positive values here, rotate x is bending the character forwards. Negative values is kind of bending it backwards. So that's probably what we want but if for whatever reason you want it to be in the opposite way so that bending forward is actually negative, you could also achieve that here with the orn joint options by just saying all the x's should not point in this direction, all the x's should point into the opposite direction. So instead of saying all the x secondary axes should not face like positive x, they should face like negative x. So we say x negative of the world. We'd apply on the first joint here again. Now all the x's are facing in the opposite direction, and now if we try to bend one of those joints, it's still going to be x that's bending, But you can see now negative is going to rotate it forward. So we kind of change that. Now negative is forward and positive is backwards. Now it depends a little bit what you want to do, but you can see how flexible that is here and how you have influence over that. So I'm going to change it back to be x, like x positive of the world. Because I actually do want that when it's bending forward, should be positive values. Or when I'm applying positive values, it should bend forward. And the same way where we just did for the spine, we can think of everything the same way. That means that we have to kind of touch every single axis here, because if I show these axes of those arm joints, talk a local rotation axis, you can see that it still has kind of the wrong ones. Twisting is still x. And bending, here also twisting is x. and bending in this case is y. While I said before that the main axis bending should be x. So if I want to be consistent about it, then I would change this one here too. I can just use the same settings here actually, or is it true? Not the same settings, but y would be our primary axis that's facing to the child. And then the secondary axis can probably use x. Should be our secondary axis. That should be our bend axis. that should be like y in the world. So which is y positive. And we select the first joint with apply. Now we have that. So we have our twist axis is now y and our bent axis is now x and positive going forward. If we wanted it to be negative going forward, then same thing we could just kind of negate that and say, okay, it should point like negative y in the world, so then it would just point downwards. But here, that's actually okay, because bending forward, that's kind of my primary axis and I'm bending backwards, that's going to be negative values here. And then we can just step through everything and kind of do it the same way. So here looking at these fingers, toggling them on, same thing. We want to have, actually here we can, we have to see what we want to do. So we want the primary to be y, that's for sure, for our twisting. And then the secondary should probably be facing to the side here, so that's our bend, finger bending down, right? So that would be x secondary and we want to make it, try to make it like to check, looking from the top for example, we want to make it go in this direction over here. Let's try that. be Z negative. Z negative. We select the first one, see what we get. Apply. So now we have twist just like with the others. That's twisting around itself and bending is now X but it's negative. Although this is the main one is kind of going down. That's kind of where most of the motion is happening going down, not so much going up. So I want positive to bend down. So then I just have to swap this around. Instead of going, instead of the axis trying to be like negative z, it should be like positive z. Selecting the first one, that brings all the axis over here. And then now I should have what I want. So it's still x, but now positive is bending the finger down, the joint down. And now we can apply all of those. The same one and now if we test it and we twist then they are twisting around itself in Y and if they are bending positive in X then they are all bending down. So that's all working. This one is also working and Now the last one that's remaining is the thumb. So let's toggle those on. We see what we're doing. And here we already wrote it in the noun so you can see that they are kind of messed up anyway. So we have to fix them because we didn't use the automatic orientation. Now we're using manual orientation here. And we want also y to be our twist axis. And then let's say, well actually we want to probably make them the same as all the other joins here. So let's just use the same settings and see what we get. Okay. Now if I rotate, if I try to bend, it's going to bend like that. So that's that's probably not correct, right? This is not really bending, this is side. So it should be something else. Now we have to see what we need. The bending should probably be like why it should try to face up. Let's try y positive and on the first joint, deploy. Okay, see what that gives us. So now this is negative, so it should probably be negative, it should face down. Let's try that. Negative. Why? Then it's facing down. So now bending inwards is going to be positive like the other fingers. Okay, that's probably better because now what I can do is I can select both of these. You can bend them both in X and they're both going together, they're both bending in inwards. Okay, or both are bending outwards with negative values. One thing though, if we try to rotate it and we look at the model, how the model is modeled, you can see that it's not really bending how you would expect probably. The way how the finger is modeled, you would probably expect it to kind of bend diagonally here. Not inverse like this. You probably want to bend it like this, following how the finger is modeled here. Or even if you look at your own finger, like how it's rotating, how it's bending, how it's curling in, it wouldn't curl in like that. It would probably curl in downwards, kind of towards the palm here. So how can we achieve that? This is kind of how far we can get with this tool. But now what you can do is, if we hide the the geoforcer, you can now manually rotate these axes. And the way how to do that is, perhaps you already know that too, but if you go into Component Mode with your drawing selected, and then you go into your squester mark here, which is kind of hidden for me, I have a smaller screen, but if you open this, if you don't see it, there's a squester mark here in Component Mode, and if you right click and you turn on local rotation axis. And what that will do is now you can actually select these axes. Without that, if this was turned off, you wouldn't be able to select the axes. You can select a joint here. If you're in object mode, you can select a joint, but not the axis itself. But if you're in component mode and you click on the question mark, right click, and say local rotation axis, then you can actually click and select those axes. those axes being selected, what you can now do is you can actually rotate them. You can go into the rotation tool and rotate them. It won't work unless you are, I think it is local space, so let's try that here. So if you go to the rotation settings, Gimbal mode, if you try that, it doesn't really work. It's just kind of jittering a little bit, but you cannot really rotate it. Vault mode is also not that great because, well, then you're just rotating it in vault, and you're kind of destroying the primary axes here. rotating it away. There's also no good. The really one that only works is local mode. If you're going to local mode, then you can kind of twist now around the primary axis as you can see here. So the primary axis stays intact. All what we're doing is just changing where the secondary axis kind of faces to. And now we we can turn back our geometry here. And we can kind of like try to rotate it so that it is the same as the other fingers. So here, for example, for the index finger, we can see that the blue one is facing down from the bottom of the finger. So we'll try to make the same here by rotating them until we have the blue one kind of facing out from the bottom here. So a little bit more maybe. Something like that. OK. That will probably work fine. And you can see I did it for all three at the same time, so that they are kind of rotating all together. They're all rotating around its own local axes, but or its own Y, but they're all rotating together. We can obviously also go in and kind of like make fine-tuned adjustments and rotating them one by one, but I want to rotate all three of them at the same time, making sure that I'm getting that right here. So something like that probably will work. And now if we try going out of component mode back into object mode, we select this joint here. We now try to rotate it. Now you can see I'm rotating. I'm bending down right bend to a side, remember. So I'm bending it down in positive, and it's bending the correct way how I want it here. And also for the next joint. actually for all the joints, because now we have the axis properly, the way how we want them."
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