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Add transcription for: week03 09 pt1 starting leftside thumb orient fix.wav

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transcriptions/week03 09 pt1 starting leftside thumb orient fix_transcription.json ADDED
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+ "text": " I figured I'm going to record finishing this the other side off as well here just so that we have it on video. You guys probably don't have to watch it because we already went through everything but on the right side or most of it anyways. So I just kind of completed and do everything on the other side without a whole lot of comments. Just kind of that we have everything complete and the characters being symmetrical like you know for example connecting the hand to the arm and with those locators that we already did everything on the right side before. So perhaps I'm not even sure if I'm going to post this video but just you know because I'm going to do it anyway I figured okay I can record it as well. So I have too much comment, I'll just do the same here. Try to do it as quickly as I can. Two locators, one for IK, one for FK, so that's left arm, FK, lock. I think that's how we called it on the other side. That's why it's usually a good idea to do both sides at the same time, then you don't have to think how you name things on the other side because you do want to have it consistent. We can quickly take a peek here, we reveal that under the arm there is the orient group and there is our right, that's how we call it okay. So we are right here, create out two groups. Those are our our orient groups, and orient group, and then scale them a little bit bigger here with the local scale. I'll take this hand. You know what, before I constrain the hand, I think I'll probably delete the whole hand again and make sure that I have these guys in there as well. So perhaps I'll finish this hand off with these individual tweaker controls so that we can mirror the whole thing over with those tweaker controls as well. Otherwise, we'll have to create all these tweakers again on the other side. So let's do that perhaps before we do anything else. First, we have to rename all these groups. All right. And of course, you know, if you're using scripts and stuff like that, it will be a lot easier, a lot quicker. I want to do it all manually here without using too many scripts. Copy this, go on up, Orient Group. Let's reveal those where they are here. we are here. It's our Orion Group. Here we have the ring middle control. control, that's the orient group red pinky root, orient group Pinky Mid-Orient Group. And Pinky Tip-Orient Group. All right, so I think those groups are named properly now. Okay, we have those Orion groups. They're under the hand, that's correct. And then we want to do this Orion group. So we'll select the control, go one step up with the up arrow key to get the parent. parent is always to the previous one, previous joint. And then we can take the joint itself and parent it to the control. And parent, this joint should be under that control, parent. And this one, I think it's already there, okay, so we have that. Same thing here, so we go one step up, parent it under previous control, go here, one step up or to the parent, parent under this control, and then here we have to parent it already. This is still missing it, so we'll parent this one under here, and this joined under that control. So we have that done, and then we select this one, up arrow key, parent under previous joined, this one up arrow key to get to the orange group, parented to previous joined, and then same thing as before, so it is already parented correctly, you were missing that, so that join goes under this control, and this join goes under that control, and we should have everything working properly now, so we should be able to select those and rotate them, and it does work, and can turn on the geometry to check, making sure everything is working. Okay, then maybe I'll also add those for the thumb here as well. Trying to, you know, only do it once and then we can merge the whole thing over to the other side. So I'll create maybe a new NURB circle, parent it under this one, this one zero it out. Now it's in this space here. Make this a little bit bigger. I can rotate it a little bit if I want to. Okay, I'll take this and parent it under here and zero everything out. Set the scale to 1, just so that we can get the scale even again, and we can scale it up a little bit however big we need it. And I'm all duplicated. Apparently under this joint, zero out the translation and rotation, we can scale that down a little bit. I'll select all of them and freeze everything. Those are the positions that I want. Freeze all. Then all the color coding here and the naming red red and red. And naming, so this would be our thumb root CTL, So, submit and tip CTL. Then we'll again create our orient groups on top of them. So, this is how it looks now. So we'll just group all these controls to itself and then we'll change their name. So orient group, orient group, and orient group. And then we'll take these orient groups and parent them to the previous one. So this first one, its parent or the parent would be the hand control. We'll take that orion group, parent it to the hand instead. Then we'll select this one, go one up, orion group, and parent the orion group to the previous joint. And then we'll select this one, go one up, orion group, and parent it also to the previous joint. And then we can do our joint parenting, so that joint goes to this control, this joint goes to that control, and this joint goes to that control. Here we are. Now we should have all that working. Okay. I'm wondering if we have... Looks to me like these orientations here are actually wrong. Something went wrong here. Let's undo this and try it again. not tried again, but rather see what went wrong here. Hmm, something is off here. It does work with the rotation, but the translation seems to be completely different here. Not quite the same here. Let's check in the attribute editor for the joint. might be, we have rotate axis and we have joint orientations. I think that's kind of the difference or the problem here. We'd have to fix that. So let's look at fixing that or trying to fix that to see if we can. Trying to make the, when you guys see that, this is kind of the orientation of the orient manipulator, but the transient manipulator is different. So I kind of want to have them the same. So I think it's coming from this minus 34. If we set that to 0 and then start put the 34 down here as well, I think it will work better, want to say. But we'll have to try it out. And we have to probably disconnect a couple of things. So we'll have to disconnect or break the connection here on those. And then this one and on that one. We'll break the connections. We'll try to restore it later on. So if I try to copy this value and zero that one out, and we'll probably also have to un-parent those. Un-parent. So we can just work on this individual joint. I'll also go ahead and I'll delete these controls here again, because I wanna fix the thumb orientation here first. Then we can get this working correctly. We zeroed it out. That's what it was. Okay, so now you can see now the orientation is rotating like this, but also the translation is working like this. So now if we take the control and parent it under there, it will have the proper orientations that I was the problem. So we'll have to do it for all of them. That was my bad, sorry. So we'll zero that one out and I will un-parent this one. The orientation is already correct, but the translation is not, which is because of that rotation axis. So we'll zero that one out and then they are correct here. And the end joint we can ignore, but now we'll have to parent everything back. We'll parent everything back, at least temporarily. Parent, parent, and now they will still or should still... Oh, the other thing that we have, the other problem that we have now that we've changed the rig, the orientation of those joints. Also our thumb obviously doesn't look anymore like it did before, but now we can just kind of go in and that's why I'm saying that we should always do a skinning at the very end when we're sure that we're not changing anything on the rig anymore. But now we can just kind of rebind it. So we'll go to animation, skinning, this detached skinning. And then we can select our joints again. Let's see, I think it was this one here. Select our skinning joints, select the geo, smooth find it again, making sure that we have the same option, select the joints interactive, apply, and now it should work again. And it does. Okay, now this will work better now I think. So if we connect our, those rotate X here again to or thumb curl attribute. I appreciate, that's what I need. Bring those in here. Actually the other joins here too, one, two, add those ones in there as well. I will connect the thumb curl connected to rotate X. Rotate X and rotate X. And then we have that working again. And then wondering what we did for the thumb side. I think we had a multiplier in there if I remember correctly, but let's try to connect it first as it is. So I'll bring that in. And this one ends up with the rotate Z. So add that, connect it to rotate Z. I believe we are the multiplier. Thumb spread, rotate Z. Because now if we do the spread, then the thumb will kind of go up, or in the opposite way here. So that's why I remembered correctly. we just have to find the correct multiplier that we had because we didn't name anything here. Well, we can probably try to spread the thumb, you know, to like a number like maybe 4.5 and then we will see where this leads to. Here, 4.5 and we're multiplying it with minus 5. So this is the one that we want or need. The output, output y we need here. So we can put that a little bit to the side and we'll find our joint again down there, so it has to go through the multiplier instead of being directly connected. So we'll take the output Y and connect it to the rotate set here. Now it should be okay. So now if If we try to spread that, now we get the spread kind of working correctly.",
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+ "text": " I figured I'm going to record finishing this the other side off as well here just so that we have it on video. You guys probably don't have to watch it because we already went through everything but on the right side or most of it anyways. So I just kind of completed and do everything on the other side without a whole lot of comments. Just kind of that we have everything complete and the characters being symmetrical like you know for example connecting the hand to the arm and with those locators that we already did everything on the right side before. So perhaps I'm not even sure if I'm going to post this video but just you know because I'm going to do it anyway I figured okay I can record it as well. So I have too much comment, I'll just do the same here. Try to do it as quickly as I can. Two locators, one for IK, one for FK, so that's left arm, FK, lock. I think that's how we called it on the other side. That's why it's usually a good idea to do both sides at the same time, then you don't have to think how you name things on the other side because you do want to have it consistent. We can quickly take a peek here, we reveal that under the arm there is the orient group and there is our right, that's how we call it okay. So we are right here, create out two groups. Those are our our orient groups, and orient group, and then scale them a little bit bigger here with the local scale. I'll take this hand. You know what, before I constrain the hand, I think I'll probably delete the whole hand again and make sure that I have these guys in there as well. So perhaps I'll finish this hand off with these individual tweaker controls so that we can mirror the whole thing over with those tweaker controls as well. Otherwise, we'll have to create all these tweakers again on the other side. So let's do that perhaps before we do anything else. First, we have to rename all these groups. All right. And of course, you know, if you're using scripts and stuff like that, it will be a lot easier, a lot quicker. I want to do it all manually here without using too many scripts. Copy this, go on up, Orient Group. Let's reveal those where they are here. we are here. It's our Orion Group. Here we have the ring middle control. control, that's the orient group red pinky root, orient group Pinky Mid-Orient Group. And Pinky Tip-Orient Group. All right, so I think those groups are named properly now. Okay, we have those Orion groups. They're under the hand, that's correct. And then we want to do this Orion group. So we'll select the control, go one step up with the up arrow key to get the parent. parent is always to the previous one, previous joint. And then we can take the joint itself and parent it to the control. And parent, this joint should be under that control, parent. And this one, I think it's already there, okay, so we have that. Same thing here, so we go one step up, parent it under previous control, go here, one step up or to the parent, parent under this control, and then here we have to parent it already. This is still missing it, so we'll parent this one under here, and this joined under that control. So we have that done, and then we select this one, up arrow key, parent under previous joined, this one up arrow key to get to the orange group, parented to previous joined, and then same thing as before, so it is already parented correctly, you were missing that, so that join goes under this control, and this join goes under that control, and we should have everything working properly now, so we should be able to select those and rotate them, and it does work, and can turn on the geometry to check, making sure everything is working. Okay, then maybe I'll also add those for the thumb here as well. Trying to, you know, only do it once and then we can merge the whole thing over to the other side. So I'll create maybe a new NURB circle, parent it under this one, this one zero it out. Now it's in this space here. Make this a little bit bigger. I can rotate it a little bit if I want to. Okay, I'll take this and parent it under here and zero everything out. Set the scale to 1, just so that we can get the scale even again, and we can scale it up a little bit however big we need it. And I'm all duplicated. Apparently under this joint, zero out the translation and rotation, we can scale that down a little bit. I'll select all of them and freeze everything. Those are the positions that I want. Freeze all. Then all the color coding here and the naming red red and red. And naming, so this would be our thumb root CTL, So, submit and tip CTL. Then we'll again create our orient groups on top of them. So, this is how it looks now. So we'll just group all these controls to itself and then we'll change their name. So orient group, orient group, and orient group. And then we'll take these orient groups and parent them to the previous one. So this first one, its parent or the parent would be the hand control. We'll take that orion group, parent it to the hand instead. Then we'll select this one, go one up, orion group, and parent the orion group to the previous joint. And then we'll select this one, go one up, orion group, and parent it also to the previous joint. And then we can do our joint parenting, so that joint goes to this control, this joint goes to that control, and this joint goes to that control. Here we are. Now we should have all that working. Okay. I'm wondering if we have... Looks to me like these orientations here are actually wrong. Something went wrong here. Let's undo this and try it again. not tried again, but rather see what went wrong here. Hmm, something is off here. It does work with the rotation, but the translation seems to be completely different here. Not quite the same here. Let's check in the attribute editor for the joint. might be, we have rotate axis and we have joint orientations. I think that's kind of the difference or the problem here. We'd have to fix that. So let's look at fixing that or trying to fix that to see if we can. Trying to make the, when you guys see that, this is kind of the orientation of the orient manipulator, but the transient manipulator is different. So I kind of want to have them the same. So I think it's coming from this minus 34. If we set that to 0 and then start put the 34 down here as well, I think it will work better, want to say. But we'll have to try it out. And we have to probably disconnect a couple of things. So we'll have to disconnect or break the connection here on those. And then this one and on that one. We'll break the connections. We'll try to restore it later on. So if I try to copy this value and zero that one out, and we'll probably also have to un-parent those. Un-parent. So we can just work on this individual joint. I'll also go ahead and I'll delete these controls here again, because I wanna fix the thumb orientation here first. Then we can get this working correctly. We zeroed it out. That's what it was. Okay, so now you can see now the orientation is rotating like this, but also the translation is working like this. So now if we take the control and parent it under there, it will have the proper orientations that I was the problem. So we'll have to do it for all of them. That was my bad, sorry. So we'll zero that one out and I will un-parent this one. The orientation is already correct, but the translation is not, which is because of that rotation axis. So we'll zero that one out and then they are correct here. And the end joint we can ignore, but now we'll have to parent everything back. We'll parent everything back, at least temporarily. Parent, parent, and now they will still or should still... Oh, the other thing that we have, the other problem that we have now that we've changed the rig, the orientation of those joints. Also our thumb obviously doesn't look anymore like it did before, but now we can just kind of go in and that's why I'm saying that we should always do a skinning at the very end when we're sure that we're not changing anything on the rig anymore. But now we can just kind of rebind it. So we'll go to animation, skinning, this detached skinning. And then we can select our joints again. Let's see, I think it was this one here. Select our skinning joints, select the geo, smooth find it again, making sure that we have the same option, select the joints interactive, apply, and now it should work again. And it does. Okay, now this will work better now I think. So if we connect our, those rotate X here again to or thumb curl attribute. I appreciate, that's what I need. Bring those in here. Actually the other joins here too, one, two, add those ones in there as well. I will connect the thumb curl connected to rotate X. Rotate X and rotate X. And then we have that working again. And then wondering what we did for the thumb side. I think we had a multiplier in there if I remember correctly, but let's try to connect it first as it is. So I'll bring that in. And this one ends up with the rotate Z. So add that, connect it to rotate Z. I believe we are the multiplier. Thumb spread, rotate Z. Because now if we do the spread, then the thumb will kind of go up, or in the opposite way here. So that's why I remembered correctly. we just have to find the correct multiplier that we had because we didn't name anything here. Well, we can probably try to spread the thumb, you know, to like a number like maybe 4.5 and then we will see where this leads to. Here, 4.5 and we're multiplying it with minus 5. So this is the one that we want or need. The output, output y we need here. So we can put that a little bit to the side and we'll find our joint again down there, so it has to go through the multiplier instead of being directly connected. So we'll take the output Y and connect it to the rotate set here. Now it should be okay. So now if If we try to spread that, now we get the spread kind of working correctly."
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