Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 05 dynamic joints_frames.zip
Browse files
transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 05 dynamic joints_frames_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " Next I want to look at dynamics with you guys, dynamics in terms of rigging. I want to start with a simple example again just like what we have been doing so far. Simple example in a standalone Maya scene and then we can look at how we can add it into our muscle to make our muscle dynamic and maybe some other body parts as well. So there are a couple of different ways how you can do it, pretty much all of which include dynamics or two one way that I want to show you is I'm using soft bodies and another way would be using dynamic curves but the principle is going to be the same you can probably also use other methods you can probably use cloth or like end cloth or something like that but I want to show you the the soft body version here in this example so let's create a few joins, a join chain here, and then let's create a, let's create a IK spline handle through them. Okay, with the IK spline handle what we will get is probably are aware of that already. We'll get a curve and now we can use that curve to change the, you know, we can move these points on a curve and it will change how the curvature of the joints here looks like. So what we can now do is we can make that curve dynamic by turning into soft bodies. So we'll go into the dynamics menu. We go into soft, rigid bodies here, and we go into a create soft body, option box, let's reset that all. And what we want to do is we want to set this to duplicate, make original soft. And what we also want to do is we want to not not only duplicate that curve that we have in here that is deforming the joints or moving the joints around, we want to make it soft, but we also want to make the non-soft goal. And let's keep the default weight of 0.5 for the time being. Let's hit create and something went wrong here. I think it still worked though. And now if we create a circle or like a control object, for example, let's rotate this 90 degrees, freeze it. DailyDestry, probably should also name it ColorCode at the usual stuff here. Since this is just an example, I'm not going to go overboard with this. But now I'm going to parent the join chain. So the joins underneath there. And I also need to copy the duplicated curve as well underneath there. OK. And then let's create a little animation here. Let's set this to zero. And then here, I'll set it to up there maybe. And then here, maybe I'll move it further down. So now what we can see is a very small time range. Let's make this bigger, too. So now what we can see is we can see we get some sort of bounce in us here, right, from the dynamics from the particles. At the moment it's pretty uniform, so more often than not you actually want only kind of you want the root to be attached to not move the whole chain you only want to tip like let's say this was an ear for example that you want to have flapping around or some sort of I don't know like a whip or something like that or a rope or I don't know what so you only want the end part to kind of move so to do that what we can do is we can come into our curve one here that's a duplicated curve curve, that is the dynamic curve, let's call this dynamic curve. And on the particle object that we have underneath there which is making the whole thing being dynamic, we can change the weighting, or is it the goal, weights here to 1. And by doing that we will make everything follow 100%. So kind of we lost our dynamic behavior here for the chain. But And what we can then do is we can come in and select the particles. And let's go here in Perspective View also and go to Show Isolate View Selected. Then we can see our particles here. It's actually impossible to see probably if you're not aware that they're there. But if we now go into Right Click on those particles and select them, these blue dots here in Component Mode, or kind of like going through a particle, right click particle, and then we select the particles itself. And then we go into general editors and the component editor. Then under particles here, we get goal per particle. So that is kind of a multiplier to the goal weight. But it is per particle. So for each particle, we can set a different weight. So let's try setting the last one to 0.5. And let's see what we get here now. Now we can see that only the last particle here is moving up and down. And the previous one or the first one is staying attached because it is a total value of 1. It's taking a goal weight 1 multiplied by 111 and in the last one 0.5. So that was a total weight of 0.5. Now we can change the other ones here too if we want. So we can come back and select the three particles here and change those. The last one could be 0.5, the one before could be 0.7, and then this one 0.8, and then the first one will obviously be 1. So now if we're moving that, we can see we're getting kind of like a behavior like that, where the first one is quite rigid, and then even less rigid, and then even less rigid. And then with the joins, we'll kind of get this antenna behavior now. I like the grid here. Now what we can do with that as well, we can also interactively move this around. If we set our time range like here long enough, we can go to solvers and turn interactive feedback on. And then we can move this around. And we can see it jiggling or dynamically moving. Actually, for some reason, I don't seem to be able to rotate it. Here we go. Let's try this again. Interactive playback. and then we should be able to take this. Oh, I think because it is keyframed, I cannot move that, so let's break this connection here. It doesn't work with the regular plays, they have to come in here, interactive play. And then we should be able to move this interactively. OK, so this is how we can add dynamics to a joint chain, which you could, for example, use for, as I said, ears or antennas or whatever long things you have. And then obviously you would can skin to those joints.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " Next I want to look at dynamics with you guys, dynamics in terms of rigging. I want to start with a simple example again just like what we have been doing so far. Simple example in a standalone Maya scene and then we can look at how we can add it into our muscle to make our muscle dynamic and maybe some other body parts as well. So there are a couple of different ways how you can do it, pretty much all of which include dynamics or two one way that I want to show you is I'm using soft bodies and another way would be using dynamic curves but the principle is going to be the same you can probably also use other methods you can probably use cloth or like end cloth or something like that but I want to show you the the soft body version here in this example so let's create a few joins, a join chain here, and then let's create a, let's create a IK spline handle through them. Okay, with the IK spline handle what we will get is probably are aware of that already. We'll get a curve and now we can use that curve to change the, you know, we can move these points on a curve and it will change how the curvature of the joints here looks like. So what we can now do is we can make that curve dynamic by turning into soft bodies. So we'll go into the dynamics menu. We go into soft, rigid bodies here, and we go into a create soft body, option box, let's reset that all. And what we want to do is we want to set this to duplicate, make original soft. And what we also want to do is we want to not not only duplicate that curve that we have in here that is deforming the joints or moving the joints around, we want to make it soft, but we also want to make the non-soft goal. And let's keep the default weight of 0.5 for the time being. Let's hit create and something went wrong here. I think it still worked though. And now if we create a circle or like a control object, for example, let's rotate this 90 degrees, freeze it. DailyDestry, probably should also name it ColorCode at the usual stuff here. Since this is just an example, I'm not going to go overboard with this. But now I'm going to parent the join chain. So the joins underneath there. And I also need to copy the duplicated curve as well underneath there. OK. And then let's create a little animation here. Let's set this to zero. And then here, I'll set it to up there maybe. And then here, maybe I'll move it further down. So now what we can see is a very small time range. Let's make this bigger, too. So now what we can see is we can see we get some sort of bounce in us here, right, from the dynamics from the particles. At the moment it's pretty uniform, so more often than not you actually want only kind of you want the root to be attached to not move the whole chain you only want to tip like let's say this was an ear for example that you want to have flapping around or some sort of I don't know like a whip or something like that or a rope or I don't know what so you only want the end part to kind of move so to do that what we can do is we can come into our curve one here that's a duplicated curve curve, that is the dynamic curve, let's call this dynamic curve. And on the particle object that we have underneath there which is making the whole thing being dynamic, we can change the weighting, or is it the goal, weights here to 1. And by doing that we will make everything follow 100%. So kind of we lost our dynamic behavior here for the chain. But And what we can then do is we can come in and select the particles. And let's go here in Perspective View also and go to Show Isolate View Selected. Then we can see our particles here. It's actually impossible to see probably if you're not aware that they're there. But if we now go into Right Click on those particles and select them, these blue dots here in Component Mode, or kind of like going through a particle, right click particle, and then we select the particles itself. And then we go into general editors and the component editor. Then under particles here, we get goal per particle. So that is kind of a multiplier to the goal weight. But it is per particle. So for each particle, we can set a different weight. So let's try setting the last one to 0.5. And let's see what we get here now. Now we can see that only the last particle here is moving up and down. And the previous one or the first one is staying attached because it is a total value of 1. It's taking a goal weight 1 multiplied by 111 and in the last one 0.5. So that was a total weight of 0.5. Now we can change the other ones here too if we want. So we can come back and select the three particles here and change those. The last one could be 0.5, the one before could be 0.7, and then this one 0.8, and then the first one will obviously be 1. So now if we're moving that, we can see we're getting kind of like a behavior like that, where the first one is quite rigid, and then even less rigid, and then even less rigid. And then with the joins, we'll kind of get this antenna behavior now. I like the grid here. Now what we can do with that as well, we can also interactively move this around. If we set our time range like here long enough, we can go to solvers and turn interactive feedback on. And then we can move this around. And we can see it jiggling or dynamically moving. Actually, for some reason, I don't seem to be able to rotate it. Here we go. Let's try this again. Interactive playback. and then we should be able to take this. Oh, I think because it is keyframed, I cannot move that, so let's break this connection here. It doesn't work with the regular plays, they have to come in here, interactive play. And then we should be able to move this interactively. OK, so this is how we can add dynamics to a joint chain, which you could, for example, use for, as I said, ears or antennas or whatever long things you have. And then obviously you would can skin to those joints."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|