Add transcription for: week01 08 intial joint placement and naming pt5.wav
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"text": " Now that we're done with those, let's take a look at the leg here as well and then the foot. Let's hit toggle axis here and see what we have. I think I already clicked it by accident. Let's try this one more time. So toggle those axes. So this is kind of default that we get. I'm also there facing in different ways. As you can see one is facing one way, the other one is facing the other way. So This is going to be a problem if we select both and we try to rotate both joints backwards, right? Like for example, for animating a leg swing or something like that, you can see that we're having a problem. One is rotating forwards, the other one is rotating backwards, which is kind of giving us this weird raising motion as opposed to both of these joints moving in the same direction. Again, a matter of these axes not being the same. So we have to fix them anyway, so we might as well, you know, make them the same as all the other ones here. So primary axis being Y and then the secondary axis, the bent axis should probably be X again and we want to make it like, let's see, probably we want the axis to face in this way here. So negative X, X negative. Let's see if that's correct. If we now bend the leg, it should be positive. It's negative so we have to actually do it the other way. So X positive instead. That it faces this way and now if we bent this the main bending backwards so that would be positive now. So now that we have the same everything, pretty much except for I think we're missing the head and maybe a few others, but now we can for example take the arm, the lower arm, take the lower leg and rotate them both in X and you will know what it's doing. will know that rotate positive X or bending positive is going to bend the knee backwards and it's going to bend the arm forwards. Does that make sense? So you know exactly what to expect what you're getting. It's exactly the same and even the same thing for the fingers if you're bending them positive then they're bending downwards. Positive bent. Now if you If you take the arm and for example a finger and you rotate it in X, it will kind of rotate in different directions. One is rotating forward and the finger is rotating downwards. It appears. But if you think about it, what's your primary axis? If you do it yourself, that's the main motion. The elbow is going to have the main motion here, bending forward in and out. And the finger is kind of main motion, is rotating or bending downwards, up and down. So it does make sense in that way. I'll set it back to zero. And let's look at the foot here real quick. See what that is set to at the moment. Really only have to care about the root and the mid. We can ignore the end joint. We can ignore the heel joint for now. So let's toggle those axes and make it also the same as we have on the other ones. So we have y, that should probably be x facing to the side here, x should be like x positive. Let's try that and see what we get. So again think about the main rotation here that we want. The main rotation will probably be bending it up and down. With this probably being positive, bending it down and negative, kind of raising it up. Negative would be bending it up. thing where this one positive down negative up because you're raising it right okay now we have those in now we can toggle all these axes off again so we want to make sure because you know otherwise it's kind of ugly we could probably do the same thing for the head here too it's not that important really the main ones are the spine and the arms and the fingers and all that and the lax getting those right. Let's ignore the head for now. We could probably do the same for the head and to draw and everything too, but we can also do that later on. But now we want to hide all these axes here again, because it's kind of like ugly if any meters are seeing all these axes that they don't need to see. And now we have to kind of go in and toggle them all off again. And we have to select each of these joints kind of one by one and then toggling them on and off and making sure that we got all of them. If we select all of them at once, or multiple joins, then we toggle. Since this is a toggle, it will now turn on the ones that were turned off before and turn off the ones that were turned on before. So it's kind of like a toggle. We always have some joints showing, or some of these axes showing up, and some don't. So here's the same thing. If I select them and I toggle, so how can we make sure that we get all of them turned off as opposed to having to go in like one by one the ones and finding the ones that we have which is quite tedious. There is a trick that I can show you that I like to use in cases like that and that is the attribute spreadsheet. I don't know if you guys have used that before but if I make this a little bit smaller and go to my select by name field here and I select all my joins. I select all star JNT that will select all my joints, right? Everything that's called JNT. So it's important that we named all the joints correctly. If you have one joint that's called something else, like JNT with smaller case, then it won't pick that joint up. So if I now go in and select all my joints, you can see it didn't select that joint. Okay, for example. It's really, really important that you are careful that you don't make any like spelling mistakes. For example, something like this again, it wouldn't pick it up if I type in star underscore JNT, that joint is not getting picked up because it's not spelled that way, right? But if everything is named correctly, then we can do select all my joints, and now we can go into the attribute spreadsheet. So that's under Window, General, Editor, Attribute Spreadsheet. And Here what we can do is we can see for all everything that's selected. So all the joins in this case We get all the visibilities all the translations all the rotation scales and so on because we're unkeable here But if we come to all here, you can actually see all of the attributes on all of those items selected so it's a long long list and One thing that I forgot to mention is There is the attribute for the local axis. On each joint, or perhaps even on every object, but I know for sure on every joint, if you go to the attribute editor and we go to display, there is this display local axis. And that's essentially exactly if you click that on and off, that's exactly what's turning this on and off. So if you are in the joint or in joint options, if you toggle this, that's all this is doing. It's just for whatever you have selected, it will just toggle this checkbox here or this attribute. Toggle on and off. So since this is an attribute, we can use what I just started to talk about. We can use the attribute spreadsheet to once again select all of our joints, star, j and t. can look for this display local axis attribute. It's a super long list, might be hard to find, but we can use an attribute filter here, so we can just type in axis and then it will show us here as our attribute display local axis. You can see most of them are actually turned off already, but there are a few that are turned on, this one, this one, this one, and so on and so forth. So if we want to turn them all off, we can just hit this attribute here that will select the whole column, all of them, and we can just hit zero and enter, and it will turn all of them off. We'll set all of them to zero, and now all of them are turned off here in our report. Same thing, we can also turn all of them on again, of course, setting them to one, and then they're all turned on. So this attribute spreadsheet is extremely helpful for cases like that or if you have a lot of things and you want to set them to kind of like the same value or whatever, or you want to zero everything out or what not, then that's a super quick way of doing that. Now we can kill that attribute. I filter and we can see that there are a lot of different attributes here. Visibility, most of them you probably never use or need, but if you need to overwrite the visibility, for example, on all of them, you can quickly do it here or overwrite the color. You can change the color on all of them kind of in one go. And it's not only like for all the joins, but really whatever you have selected. So if you have two joins and three geometry selected, then those are the things that would show up here. Attribute spreadsheet again can be found on the window, general editors and attributes spreadsheet. Okay, so now we have our joints, you know, we have them placed properly, we have them named properly, and we have our axes done properly here, our joint orientations. So now I guess it's time that we mirror them over to the other side. here for that what I'm going to use is I'm going to use Skeleton Mirror Joint Tool and I go into the options and what I can do here is I already have stuff prefilled but by default it comes in like this, Reset Settings. So what you want to do is first you want to choose your axes or your plane rather that you want to mirror across. So since we want a mirror from negative X to positive X it would be kind of the other two axes, that's our plane that we want to mirror. So our plane would be y and z. Here if we look at the world icon again, y and z. So y and z, that's our axis that we want to mirror across. And then we want to, well, we have two different mirror functionals. I'll come to that in a second. But down here, we have a search and replace field. So we can basically, now that we've named everything, we can search for our prefix. So we can search for r underscore and replace that with l underscore. So then it will rename the joints already properly on the other side. So if we have that as our naming convention, we can just use r underscore and l underscore. If you have a different naming convention, then of course you have to maybe search for different things like RT for right or if you spell it out right, then you have to kind of put that in here. But if you've named your joints, then that's actually pretty handy because then you only have to name one side of your characters, joints, and not both sides. And now for this mirror function, I quickly wanted to demonstrate that it's a behavior, which I will use if you have behavior, and you hit apply, then you're getting the new joints here, and you can see that their name properly already. Also, the sub joints here, the children are also LRMid and LRMend, so everything is named nicely. And because we had behavior now, if you select both of them and you rotate them, you can see that we're getting mirrored behavior. So if I'm putting in the same value on both sides, 75, both arms are going to go down. Or if I put in, you know, bent here, 45, you can also see that both arms are going forward, going into the same direction. Same thing for twisting. If I apply twists, it's maybe hard to see here, but both arms are doing the symmetrical thing. Okay, so that's behavior. If I delete that arm here again and I select the other one and I use now orientation instead, then we get not symmetrical behavior, but now if I rotate both arms, you can see putting the same value like 45, we see one arm is going down, the other one is going up. And same thing for bend, I put in 45, one arm is going forward, the other one is going backwards. And the reason why this is called orientation is because it has to do with the X's here. I go to joint-orient and toggle them both on. Probably I only need to toggle on one. Oops, not delete toggle. Let me delete that. So here you can see this is what, where What, where is the go? Mirror joint. So this is what orientation does. It mirrors the orientation to be kind of the same on both sides. And if I delete that and I use behavior, then maybe this is a bad example. Let's try this again. So here you can see that the axes are going up. here they are going down and the sets are going forward here and backwards here and that's exactly what's going to lead to the fact that we can rotate both and they're going to with the same value have the same behavior right because the axes are different and they have to be between right and left while if I use orientation then we can see that they're the same so both are going up and both are going forward and that's causing them to kind of have the same, you know, they're orienting in the same way. Okay, hope that makes sense. So I'm going to pick here, let me turn those off again, orient joint. So I'm going to pick behavior. That's what I want. Behavior. So that it is actually when I'm rotating, that it's actually a mirrored behavior. That's what I want. And then we can kind of mirror all the pieces here over, so the leg and then the foot. We only pick the root joint always. Unfortunately we have to do it kind of one by one. We cannot, for example, it would be great if we could just pick all of them and apply them, but it doesn't really work. We're getting an error here. So we really have to do it one by one, but it's not too bad. So just that finger apply, next finger apply, next finger apply, index apply and thumb apply. And then we have to move on the other side. And now you can see, I'm coming in here, we have already our everything name properly here. I opened this up. You can see the left side is already named because we had named it on the other side already. and we use the search and replace here. One thing maybe to note for the search and replace you have to be a little bit careful if you, depending on what name you give it. So for example if instead of thumb we would call this let's see your index finger or index root finger maybe or whatever Okay, and let me delete those guys and just have this one joined. So here we have R underscore index root finger underscore J and T. So if I use the search and replace, that does not only work on the first instance, it works on everywhere it can find it. So what it will do is here is an R underscore. So we'll replace that with L underscore if I mirror it. And here is another R underscore. So it will also replace it with L underscore. And if I try that, it mirrors it over to the other side, but now you can see it's called L-index root-fingle with an L underscore jnt. So therefore you want to be careful how you're naming your joints, especially if you're using something like this. If you have a different naming convention, so if you have, as I said before, you have something like, you know, I've seen people call it write or so with two letters, then it's probably less likely that it's going to appear anywhere in your name than just an R underscore. But even with R underscore I prefer that just having one letter because again it makes the word a little bit shorter. So just be aware of it. If it's inside somewhere then it's no problem. As long as it doesn't end with R underscore or L underscore you should probably be fine most of the time. And this is also one of the reasons why I don't use, you know, I just use root, mid, tip, and end here. none of these are actually a side. So then it's fine and I don't use finger in the name or anything like that. Okay, so now we have named everything and let's take a short break and let's come back and continue from there on.",
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"text": " Now that we're done with those, let's take a look at the leg here as well and then the foot. Let's hit toggle axis here and see what we have. I think I already clicked it by accident. Let's try this one more time. So toggle those axes. So this is kind of default that we get. I'm also there facing in different ways. As you can see one is facing one way, the other one is facing the other way. So This is going to be a problem if we select both and we try to rotate both joints backwards, right? Like for example, for animating a leg swing or something like that, you can see that we're having a problem. One is rotating forwards, the other one is rotating backwards, which is kind of giving us this weird raising motion as opposed to both of these joints moving in the same direction. Again, a matter of these axes not being the same. So we have to fix them anyway, so we might as well, you know, make them the same as all the other ones here. So primary axis being Y and then the secondary axis, the bent axis should probably be X again and we want to make it like, let's see, probably we want the axis to face in this way here. So negative X, X negative. Let's see if that's correct. If we now bend the leg, it should be positive. It's negative so we have to actually do it the other way. So X positive instead. That it faces this way and now if we bent this the main bending backwards so that would be positive now. So now that we have the same everything, pretty much except for I think we're missing the head and maybe a few others, but now we can for example take the arm, the lower arm, take the lower leg and rotate them both in X and you will know what it's doing. will know that rotate positive X or bending positive is going to bend the knee backwards and it's going to bend the arm forwards. Does that make sense? So you know exactly what to expect what you're getting. It's exactly the same and even the same thing for the fingers if you're bending them positive then they're bending downwards. Positive bent. Now if you If you take the arm and for example a finger and you rotate it in X, it will kind of rotate in different directions. One is rotating forward and the finger is rotating downwards. It appears. But if you think about it, what's your primary axis? If you do it yourself, that's the main motion. The elbow is going to have the main motion here, bending forward in and out. And the finger is kind of main motion, is rotating or bending downwards, up and down. So it does make sense in that way. I'll set it back to zero. And let's look at the foot here real quick. See what that is set to at the moment. Really only have to care about the root and the mid. We can ignore the end joint. We can ignore the heel joint for now. So let's toggle those axes and make it also the same as we have on the other ones. So we have y, that should probably be x facing to the side here, x should be like x positive. Let's try that and see what we get. So again think about the main rotation here that we want. The main rotation will probably be bending it up and down. With this probably being positive, bending it down and negative, kind of raising it up. Negative would be bending it up. thing where this one positive down negative up because you're raising it right okay now we have those in now we can toggle all these axes off again so we want to make sure because you know otherwise it's kind of ugly we could probably do the same thing for the head here too it's not that important really the main ones are the spine and the arms and the fingers and all that and the lax getting those right. Let's ignore the head for now. We could probably do the same for the head and to draw and everything too, but we can also do that later on. But now we want to hide all these axes here again, because it's kind of like ugly if any meters are seeing all these axes that they don't need to see. And now we have to kind of go in and toggle them all off again. And we have to select each of these joints kind of one by one and then toggling them on and off and making sure that we got all of them. If we select all of them at once, or multiple joins, then we toggle. Since this is a toggle, it will now turn on the ones that were turned off before and turn off the ones that were turned on before. So it's kind of like a toggle. We always have some joints showing, or some of these axes showing up, and some don't. So here's the same thing. If I select them and I toggle, so how can we make sure that we get all of them turned off as opposed to having to go in like one by one the ones and finding the ones that we have which is quite tedious. There is a trick that I can show you that I like to use in cases like that and that is the attribute spreadsheet. I don't know if you guys have used that before but if I make this a little bit smaller and go to my select by name field here and I select all my joins. I select all star JNT that will select all my joints, right? Everything that's called JNT. So it's important that we named all the joints correctly. If you have one joint that's called something else, like JNT with smaller case, then it won't pick that joint up. So if I now go in and select all my joints, you can see it didn't select that joint. Okay, for example. It's really, really important that you are careful that you don't make any like spelling mistakes. For example, something like this again, it wouldn't pick it up if I type in star underscore JNT, that joint is not getting picked up because it's not spelled that way, right? But if everything is named correctly, then we can do select all my joints, and now we can go into the attribute spreadsheet. So that's under Window, General, Editor, Attribute Spreadsheet. And Here what we can do is we can see for all everything that's selected. So all the joins in this case We get all the visibilities all the translations all the rotation scales and so on because we're unkeable here But if we come to all here, you can actually see all of the attributes on all of those items selected so it's a long long list and One thing that I forgot to mention is There is the attribute for the local axis. On each joint, or perhaps even on every object, but I know for sure on every joint, if you go to the attribute editor and we go to display, there is this display local axis. And that's essentially exactly if you click that on and off, that's exactly what's turning this on and off. So if you are in the joint or in joint options, if you toggle this, that's all this is doing. It's just for whatever you have selected, it will just toggle this checkbox here or this attribute. Toggle on and off. So since this is an attribute, we can use what I just started to talk about. We can use the attribute spreadsheet to once again select all of our joints, star, j and t. can look for this display local axis attribute. It's a super long list, might be hard to find, but we can use an attribute filter here, so we can just type in axis and then it will show us here as our attribute display local axis. You can see most of them are actually turned off already, but there are a few that are turned on, this one, this one, this one, and so on and so forth. So if we want to turn them all off, we can just hit this attribute here that will select the whole column, all of them, and we can just hit zero and enter, and it will turn all of them off. We'll set all of them to zero, and now all of them are turned off here in our report. Same thing, we can also turn all of them on again, of course, setting them to one, and then they're all turned on. So this attribute spreadsheet is extremely helpful for cases like that or if you have a lot of things and you want to set them to kind of like the same value or whatever, or you want to zero everything out or what not, then that's a super quick way of doing that. Now we can kill that attribute. I filter and we can see that there are a lot of different attributes here. Visibility, most of them you probably never use or need, but if you need to overwrite the visibility, for example, on all of them, you can quickly do it here or overwrite the color. You can change the color on all of them kind of in one go. And it's not only like for all the joins, but really whatever you have selected. So if you have two joins and three geometry selected, then those are the things that would show up here. Attribute spreadsheet again can be found on the window, general editors and attributes spreadsheet. Okay, so now we have our joints, you know, we have them placed properly, we have them named properly, and we have our axes done properly here, our joint orientations. So now I guess it's time that we mirror them over to the other side. here for that what I'm going to use is I'm going to use Skeleton Mirror Joint Tool and I go into the options and what I can do here is I already have stuff prefilled but by default it comes in like this, Reset Settings. So what you want to do is first you want to choose your axes or your plane rather that you want to mirror across. So since we want a mirror from negative X to positive X it would be kind of the other two axes, that's our plane that we want to mirror. So our plane would be y and z. Here if we look at the world icon again, y and z. So y and z, that's our axis that we want to mirror across. And then we want to, well, we have two different mirror functionals. I'll come to that in a second. But down here, we have a search and replace field. So we can basically, now that we've named everything, we can search for our prefix. So we can search for r underscore and replace that with l underscore. So then it will rename the joints already properly on the other side. So if we have that as our naming convention, we can just use r underscore and l underscore. If you have a different naming convention, then of course you have to maybe search for different things like RT for right or if you spell it out right, then you have to kind of put that in here. But if you've named your joints, then that's actually pretty handy because then you only have to name one side of your characters, joints, and not both sides. And now for this mirror function, I quickly wanted to demonstrate that it's a behavior, which I will use if you have behavior, and you hit apply, then you're getting the new joints here, and you can see that their name properly already. Also, the sub joints here, the children are also LRMid and LRMend, so everything is named nicely. And because we had behavior now, if you select both of them and you rotate them, you can see that we're getting mirrored behavior. So if I'm putting in the same value on both sides, 75, both arms are going to go down. Or if I put in, you know, bent here, 45, you can also see that both arms are going forward, going into the same direction. Same thing for twisting. If I apply twists, it's maybe hard to see here, but both arms are doing the symmetrical thing. Okay, so that's behavior. If I delete that arm here again and I select the other one and I use now orientation instead, then we get not symmetrical behavior, but now if I rotate both arms, you can see putting the same value like 45, we see one arm is going down, the other one is going up. And same thing for bend, I put in 45, one arm is going forward, the other one is going backwards. And the reason why this is called orientation is because it has to do with the X's here. I go to joint-orient and toggle them both on. Probably I only need to toggle on one. Oops, not delete toggle. Let me delete that. So here you can see this is what, where What, where is the go? Mirror joint. So this is what orientation does. It mirrors the orientation to be kind of the same on both sides. And if I delete that and I use behavior, then maybe this is a bad example. Let's try this again. So here you can see that the axes are going up. here they are going down and the sets are going forward here and backwards here and that's exactly what's going to lead to the fact that we can rotate both and they're going to with the same value have the same behavior right because the axes are different and they have to be between right and left while if I use orientation then we can see that they're the same so both are going up and both are going forward and that's causing them to kind of have the same, you know, they're orienting in the same way. Okay, hope that makes sense. So I'm going to pick here, let me turn those off again, orient joint. So I'm going to pick behavior. That's what I want. Behavior. So that it is actually when I'm rotating, that it's actually a mirrored behavior. That's what I want. And then we can kind of mirror all the pieces here over, so the leg and then the foot. We only pick the root joint always. Unfortunately we have to do it kind of one by one. We cannot, for example, it would be great if we could just pick all of them and apply them, but it doesn't really work. We're getting an error here. So we really have to do it one by one, but it's not too bad. So just that finger apply, next finger apply, next finger apply, index apply and thumb apply. And then we have to move on the other side. And now you can see, I'm coming in here, we have already our everything name properly here. I opened this up. You can see the left side is already named because we had named it on the other side already. and we use the search and replace here. One thing maybe to note for the search and replace you have to be a little bit careful if you, depending on what name you give it. So for example if instead of thumb we would call this let's see your index finger or index root finger maybe or whatever Okay, and let me delete those guys and just have this one joined. So here we have R underscore index root finger underscore J and T. So if I use the search and replace, that does not only work on the first instance, it works on everywhere it can find it. So what it will do is here is an R underscore. So we'll replace that with L underscore if I mirror it. And here is another R underscore. So it will also replace it with L underscore. And if I try that, it mirrors it over to the other side, but now you can see it's called L-index root-fingle with an L underscore jnt. So therefore you want to be careful how you're naming your joints, especially if you're using something like this. If you have a different naming convention, so if you have, as I said before, you have something like, you know, I've seen people call it write or so with two letters, then it's probably less likely that it's going to appear anywhere in your name than just an R underscore. But even with R underscore I prefer that just having one letter because again it makes the word a little bit shorter. So just be aware of it. If it's inside somewhere then it's no problem. As long as it doesn't end with R underscore or L underscore you should probably be fine most of the time. And this is also one of the reasons why I don't use, you know, I just use root, mid, tip, and end here. none of these are actually a side. So then it's fine and I don't use finger in the name or anything like that. Okay, so now we have named everything and let's take a short break and let's come back and continue from there on."
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