Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 12 rotation order_frames.zip
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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 12 rotation order_frames_transcription.json
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"text": " Before we continue to talk about creating a post-reader in Maya, I wanted to take a quick moment and take a step back and talk about rotation orders first and also Gimbal Lock. So if you have any type of object here in Maya and you're trying to rotate it, there will always be a moment when you hit Gimbal Lock. So what that means is if we are switching our rotation to the rotation settings to Gimbal, then we can actually see what Gimbal.org does. It, however, also happens if you're in any of these other modes, just the differences that you cannot see it. So in Gimbal, it displays a problem. If you're rotating an axis here, for example, then we can see that the other two axes are staying where they are. Well, if we are going and rotating in, for example, y, then we can see it takes the x rotation with it. And lastly, if it rotates in set, then it takes all three axes with it, the green one, the y, and the red one, x. Just for comparison, again, if I rotate around x, none of the other two is moving with it. it. And you can think of this as that these rotations here are kind of parented to each other. So I prepared a little setup here. If we're looking at this, here I have a hierarchy, a gimbal hierarchy, basically just three torus is parented under each other. And if I rotate the outer one, then everything is rotating with it. Rotate the next one in, in X, then only the red one here. Actually, I think I made a mistake here we go. So we want to rotate in Y. So now the X is rotating with it. And then lastly, if we're rotating in X, the red one, then only this one is rotating and nothing else, right? So this is exactly kind of how the GimBlock works. Now, why is This is a problem. We go back to our cube example here. If you're rotating it in X, then you can still bend it left and right, and you can still twist it obviously. But if you're rotating in any other axis, for example, if you're rotating in Z, let's say 45 degrees. Now if you're trying to twist the object around itself, you can see you can't really do it. I mean, you can twist it around this way, you can twist it around that way. And also if you go to another mode here, which again doesn't get rid of Gimbal lock, it just helps you to kind of like have an axis that you can rotate around. But if you're rotating around this now, it does mean that you're not only manipulating x, what you're essentially doing is you're manipulating y and x at the same time, creating the illusion that the object twists around itself. So if I go back here and I go switch this to world space or local space, local space is a little bit different by world space, we can still twist the object. But if we go into our channel box here and see what's happening, then we can see that twisting actually manipulates, not only two axes, it actually manipulates all three axes now. And this is not very good. animators if they're not putting on keyframes here, then they're going to create keyframes on all three axes as opposed to just one. So we know now that these axes here are kind of like parented or in hierarchical order under each other, but we can also change that hierarchy. If we go into the attribute editor, into the cube, the transform node, there is the rotate order right here. X, Y, Z. So the way how you read it is from back to front. At least it's how I think about it. So Z is the one that takes everything with it. That's kind of like the one that's the most out of one that comes first. Then Y takes only X with it and X takes nothing with it. Okay. X takes nothing with it. And now we can switch that to any other type of orientation order that we would like. So basically making always the last one, the one that takes everything with it. So For example, here in this case, we looked at it. Here nothing is getting taken with it. But if we now switch this around for x to be in the back, and now we wrote it x, oops, I think we have to switch our guy here back to the gimbal, that we can actually see what's going on. So now we can see x is taking everything with it, just by switching this to yzx. And now y would be the first one. that means why it doesn't take anything with it anymore. And if you switch to something else, then set wouldn't take anything with it anymore. But now why would take everything? So this is kind of like how you can think about it and how you can switch it to something else. Theoretically, you can also give that control to the animator, kind of just expose it in the channel box here so the animators can switch the rotation order depending on what they're animating with. So for example, if you think about a wrist, you want to think about, you know, which axis is the most important one. So for example, if here was my hand or my fingers, and this was my wrist, then I probably would want to switch it in such a way that this would probably should come first, because this is the most important one. So that should probably take both of the other two axes with it. So I would say here we won't probably set to be in the end. something like this, set in the end to take everything with it. Then we can still use the side motion and we can still use the twisting here as well. Perhaps it could also be that x comes first, so the twisting comes first, then we want to have x in the end, but we still want to have probably y as the last ones, y should be in the front, so that if we're rotating we can still twist the hand or the wrist, but we can also move the hand left and right. So always think of probably the most used rotation should always kind of be the one that you want to have everything taken with it. So here it's kind of debatable with the wrist if that should be the twist axis, and then you want to bend it up and down, or if it should really be bending and then afterwards twist. This is how you can influence those rotation orders. However, if you have your object already rotated, so for example, let's say we rotate this and now we want to twist around. And so now we go and switch that to something else. Let me tear that off here. We switched it to something else now. Actually, this still works. And we can now twist the object, for example, around. But now if we have more than two axes and now we switch it back to something else, then you can see that the object jumps around or jumped around. Here we have set x, y, and it's oriented like this with those values here. Let's put them both to 45. Now if I switch this back to x, y, z, because for example I want z to be straight or whatever, I switch this back, then you can see the object changes orientation. Because obviously now if you put in 45 here, and then 45 on X, it will look different than if you had it in another way. You had it, for example, set like that, and now you twist it 45, then you're getting a different result here. Okay, actually this works, but this here jumps, for example, now. So if the animators are animating it, they should ideally only animate it or change it in the beginning of a shot. So just set it to what they want to animate in that particular shot, and it can animate the whole shot. and then it's okay, but it should always kind of be animated while this is at 0, 0, 0, 0. That's safe, but if they already have animation on it or while they're animating, they shouldn't really be switching that. So that's why you have to consider if you're setting those axes to what you think is best as a rigor and then not give it to the animator, the control over it, or if you give the animator the control over it, and then the animator has the responsibility of not animating it while they have the object already rotated or the control. So that's a little bit about the rotation order and these differences, what goes with it and what you can still animate on top of that.",
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"text": " Before we continue to talk about creating a post-reader in Maya, I wanted to take a quick moment and take a step back and talk about rotation orders first and also Gimbal Lock. So if you have any type of object here in Maya and you're trying to rotate it, there will always be a moment when you hit Gimbal Lock. So what that means is if we are switching our rotation to the rotation settings to Gimbal, then we can actually see what Gimbal.org does. It, however, also happens if you're in any of these other modes, just the differences that you cannot see it. So in Gimbal, it displays a problem. If you're rotating an axis here, for example, then we can see that the other two axes are staying where they are. Well, if we are going and rotating in, for example, y, then we can see it takes the x rotation with it. And lastly, if it rotates in set, then it takes all three axes with it, the green one, the y, and the red one, x. Just for comparison, again, if I rotate around x, none of the other two is moving with it. it. And you can think of this as that these rotations here are kind of parented to each other. So I prepared a little setup here. If we're looking at this, here I have a hierarchy, a gimbal hierarchy, basically just three torus is parented under each other. And if I rotate the outer one, then everything is rotating with it. Rotate the next one in, in X, then only the red one here. Actually, I think I made a mistake here we go. So we want to rotate in Y. So now the X is rotating with it. And then lastly, if we're rotating in X, the red one, then only this one is rotating and nothing else, right? So this is exactly kind of how the GimBlock works. Now, why is This is a problem. We go back to our cube example here. If you're rotating it in X, then you can still bend it left and right, and you can still twist it obviously. But if you're rotating in any other axis, for example, if you're rotating in Z, let's say 45 degrees. Now if you're trying to twist the object around itself, you can see you can't really do it. I mean, you can twist it around this way, you can twist it around that way. And also if you go to another mode here, which again doesn't get rid of Gimbal lock, it just helps you to kind of like have an axis that you can rotate around. But if you're rotating around this now, it does mean that you're not only manipulating x, what you're essentially doing is you're manipulating y and x at the same time, creating the illusion that the object twists around itself. So if I go back here and I go switch this to world space or local space, local space is a little bit different by world space, we can still twist the object. But if we go into our channel box here and see what's happening, then we can see that twisting actually manipulates, not only two axes, it actually manipulates all three axes now. And this is not very good. animators if they're not putting on keyframes here, then they're going to create keyframes on all three axes as opposed to just one. So we know now that these axes here are kind of like parented or in hierarchical order under each other, but we can also change that hierarchy. If we go into the attribute editor, into the cube, the transform node, there is the rotate order right here. X, Y, Z. So the way how you read it is from back to front. At least it's how I think about it. So Z is the one that takes everything with it. That's kind of like the one that's the most out of one that comes first. Then Y takes only X with it and X takes nothing with it. Okay. X takes nothing with it. And now we can switch that to any other type of orientation order that we would like. So basically making always the last one, the one that takes everything with it. So For example, here in this case, we looked at it. Here nothing is getting taken with it. But if we now switch this around for x to be in the back, and now we wrote it x, oops, I think we have to switch our guy here back to the gimbal, that we can actually see what's going on. So now we can see x is taking everything with it, just by switching this to yzx. And now y would be the first one. that means why it doesn't take anything with it anymore. And if you switch to something else, then set wouldn't take anything with it anymore. But now why would take everything? So this is kind of like how you can think about it and how you can switch it to something else. Theoretically, you can also give that control to the animator, kind of just expose it in the channel box here so the animators can switch the rotation order depending on what they're animating with. So for example, if you think about a wrist, you want to think about, you know, which axis is the most important one. So for example, if here was my hand or my fingers, and this was my wrist, then I probably would want to switch it in such a way that this would probably should come first, because this is the most important one. So that should probably take both of the other two axes with it. So I would say here we won't probably set to be in the end. something like this, set in the end to take everything with it. Then we can still use the side motion and we can still use the twisting here as well. Perhaps it could also be that x comes first, so the twisting comes first, then we want to have x in the end, but we still want to have probably y as the last ones, y should be in the front, so that if we're rotating we can still twist the hand or the wrist, but we can also move the hand left and right. So always think of probably the most used rotation should always kind of be the one that you want to have everything taken with it. So here it's kind of debatable with the wrist if that should be the twist axis, and then you want to bend it up and down, or if it should really be bending and then afterwards twist. This is how you can influence those rotation orders. However, if you have your object already rotated, so for example, let's say we rotate this and now we want to twist around. And so now we go and switch that to something else. Let me tear that off here. We switched it to something else now. Actually, this still works. And we can now twist the object, for example, around. But now if we have more than two axes and now we switch it back to something else, then you can see that the object jumps around or jumped around. Here we have set x, y, and it's oriented like this with those values here. Let's put them both to 45. Now if I switch this back to x, y, z, because for example I want z to be straight or whatever, I switch this back, then you can see the object changes orientation. Because obviously now if you put in 45 here, and then 45 on X, it will look different than if you had it in another way. You had it, for example, set like that, and now you twist it 45, then you're getting a different result here. Okay, actually this works, but this here jumps, for example, now. So if the animators are animating it, they should ideally only animate it or change it in the beginning of a shot. So just set it to what they want to animate in that particular shot, and it can animate the whole shot. and then it's okay, but it should always kind of be animated while this is at 0, 0, 0, 0. That's safe, but if they already have animation on it or while they're animating, they shouldn't really be switching that. So that's why you have to consider if you're setting those axes to what you think is best as a rigor and then not give it to the animator, the control over it, or if you give the animator the control over it, and then the animator has the responsibility of not animating it while they have the object already rotated or the control. So that's a little bit about the rotation order and these differences, what goes with it and what you can still animate on top of that."
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