Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part4_week06 10 skin weights painting pt7 partial joints_frames.zip
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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part4_week06 10 skin weights painting pt7 partial joints_frames_transcription.json
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"text": " I wanted to record one more video here where we can see kind of the comparison between the influence objects and partial joints instead. So I can compare the two methods here. So on the other leg or on the other foot I'm going to set up partial joints instead. It's a great one. Let's parent it under this joint here. Parent zero it out. Now we can get it into the same space and then also removing all the joint or ends here. Probably have to do that again once we parent it to the parent joint, so that's what we want to do next. So let's call this R foot mid partial J and T. And the fingers what we did is we scaled up the radius to 1, maybe we should make it even bigger here, 2. And then we all the color coded that guy to be red. And then we'll duplicate that. First we find it. Duplicate it. I'm pairing it to the previous ones. And it would be the root here. And we zero that out there. So here we have our partial joint for that one. So let's scale this also up. And now what we wanted to do is we wanted to take that. At the moment, it's parent under the same joint, so that doesn't bring as much. So we want a parent is one up, right? So we take the mid and parent under not the mid, but the root instead. And we come in here and check our rotations in case we have anything that needs to be zeroed out on the attribute editor. Here we have joint orient. So let's zero that out. And the rest is OK. And then let's take the root partial joint, which I still have to rename. Root partial joint. And let's parent that also one up from there. So not under the root, but rather under, well, we want to have half of the joints rotation from this one here, go onto the joints, and we have to parent it outside there. It's probably under the foot group. Let's try that. Foot root goes under foot group. I'll get an arrow here. What is that saying? Bonding works, min. OK. See if that works. And then we also zero out any rotation that we might get, or joint or ends. Zero that out. And now if we rotate this, the partial joint should not rotate with it, so now we can actually hook up the rotation as much as we want. So let's connect those up. Make with it on the fingers. I will do it in the hypershade here. Add selected. And we need a multiply divide node. and divide the rotation coming from the first control. I'll probably connect all of them, x, y and z, and then connect that into the rotation of also all three. and then we divide everything here with 0.5. Now when we're rotating our foot 60 degrees, for example, our joint here is rotating 30 degrees. And now we can weight that. Actually, one thing that we're probably missing is the rotation from this one, which is not rotating the foot. It's a different rotation that is actually rotating one of those groups here. The ball roll group is getting rotated here. So we probably have to connect the ball roll also into that one here with the plus minus node. So let's add that as well and add those together before they come in here, so let's add a plus minus average node. The attribute editor, I'm going to add two new items, and connect those in here. Let's maybe just connect the rotate X for now. OK, making it a little bit easier on the other ones we can connect later on. Output x goes into input x. And then I'll actually kill the other two here, break connections for a second. You can see if it's actually doing the right thing. So we have our partial joint. Actually, here I think this is probably wrong. So we should instead, at the moment here, it's just staying behind. So let's see if we can parent it somewhere else. There it goes along for the ride. I'm wondering if we can just parent it to the end of the blend leg. Let's try that. Let's parent the foot partial. Instead of here in the foot group, let's parent it to the end of the blend leg. So let's find that. Here we have our IK leg. Here we have our blend root mid end. We'll parent it to the end of the blend leg. foot root partial goes to the end of the blend leg. Turn this in here. Here we have it. Probably double check to make sure it didn't pick up any rotations. Actually now we have rotations in here, but it might still work. Let's try it. Rotate this up so now it stays in place and we can also see it picks up this rotation and it is rotated 35 degrees here So I think this seems to have worked. So now we can paint towards that paint skin weights tools Then we pick up our partial joints star partial star When I have our Oh, at the moment they're not influence objects. That's what's still missing. So we have to pick those two, add them as an influence to that skin. So add influence. Remove to the used geometry and still lock weights to zero. Now they're a part of it. Now if we come in here now we can see those partial joints for the foot. Down here foot mid, foot root. And now let's see if we can paint that and what we will get differently now. So you can still see that this is kind of, you know, going in a lot. So as we're painting this, replace, comes out a little bit, but not really. It comes out a little bit more in the front here. So this is what we are getting now with the partial joint instead of no partial joint. But now what we can do is, as I said before, we can take this and we can kind of translate this and move it anywhere we like or we can also scale this out if we wanted to. really kind of shaping how we want this to look like when it bends all the way. Let's set this back. What I'm probably going to do is I'm probably going to translate it back a little bit because I also don't like this bump here in the front. So when this is rotating or going towards 30, I'm going to say this should be minus 1. And this is 0. Then, well, if the rotation is 0, then this should be 0. So the way how I'm going to try to do that is with a remap node again. So I'll go to remap value. And I can either go from what is coming in here, So the output of the subdivision and plug that in here, or I can go from that itself, from the rotation output, go into the remap node, and then from the remap node, go into the translation x of that one here. So let's try that. Rotate x. It should work. We might get a cycle warning that we have to do it the other way around input value. And then from the output value, we go into the translation. Out value, we go into the translation x. Actually, it does seem to work. So now the cycle check there. And now we can play with these values. So we said, if this is 0, it should be 0. If this is 30, then I think it was 0. minus one, here we go, minus one. Let's say this is 35. So now if we rotate this down, now the rotation is going to be 0, so the translation is going to be 0. If this is going to be 35, then this is going to be minus one. Now this is exactly what we're after here, getting some nice rotations or deformations. So that's with a partial joint and the other one here was with the influence object. And we can still scale this too if we wanted to. Can also connect the scaling here as well, create a little bulge here or scale this more or translate this back more, whatever really we want, but based on the rotation of that. Let's also check if it's working also when this gets rotated. I think it does. So if this is getting 70, then that means the partial joint is getting 35, and this is kind of like translating back. So we do seem to have the same result here. Also if we set this to... So very, very similar. Again, if we translate this back a little bit more or maybe scale it to, we are probably getting even better results. Let's try to rotate it or translate it back a little bit more. So instead of minus one, I want this to go to minus point two, minus point two five. This might be okay. And then as the next step, let's also do the lower one here, the mid joint of the foot. Hook up that partial joint here as well, just so that we can see a full comparison of the two. So this one we want to have the moment it seems to be rotating with that joint. We probably want it to be half of that so that it rotates in the opposite direction instead. If we're unsure what's happening here, we can always use our cube and parent it under this partial joint and zero everything out, bring it into that same space, then maybe make this a little bit bigger and then we can really see what's going on. So we can see here at the moment the partial joint is rotating because we parent it under the previous one which is rotating with this. So now we want to have, if this is rotating, we want the partial joints to rotate into the opposite way. So counter-animate this with, I don't know, minus 35 or so. So let's hook that up. So if we are using the ball roll, I guess if we have the foot mid is rotating, that's probably what we can use. graph add selected. We use a multiply node, multiply to get half of that. So I'll also just connect the X for now, but we can connect the other ones later on if we want to. Now we're multiplying this with 0.5 and now that partial joint here, that should be minus 35, So we add that one in here. And the result of that minus 60 multiplied by 0.5 is minus 30. So we want to connect that into there. Output X into rotate. Rotate X. So now we have half of that rotation here going. And now we can skin it. So let's delete that cube here and let's skin. I think we already added it as an influence object already. Now let's try to skin that a little. Pain skin weights. Now we have our foot mid-partial joint. And we want to weight all this area here. It's getting sucked in before. See if that helps. Maybe this one could also be a little bit, maybe 0.25, similar to what we did with the influence object. Maybe the next one here too, a little bit. Next roll up. Okay, a little bit better than before I feel, but we probably also want to have a little bit of translation here, our scaling going on. Here this is becoming a little bit more tricky because this is just moving it up and down, and this is moving it forward backwards. So perhaps it should go up a little, and here we already have a value in there. Okay, I'm going to try to do scaling, see if that works a little bit better perhaps. Scaling actually does, might work. So let's try to connect it to the scale and set here for this one. High per shade. We need a remap. We say, okay, if this is rotating, so rotate X, it's the input, input value, and then we connect it the other way around. If this goes out, then we wanted to connect it to which scale was scale set. Out value goes into scale set. And now we have to remap this, so if this is 0 then we want the scale to be 1 And if this is going towards minus 35 to 0, so if it's 0 then it's 1, and if it's minus 35 then we want this to be 1.2 perhaps or 1.3, 1.25 maybe. And now we can paint the weights a little bit differently, refine those. So maybe that should be weighted a little bit more now. So I'm going to add 0.25 now. Perhaps not 100% convincing. Let's try painting those back to the main foot joint. Let's try our foot root. those back, so that it comes forward. Okay, something like that. I think it's looking a little bit better now. We're still having some issues here with just skinning. see if we can make those come up a little bit more than we probably have to paint it to the foot mid instead. No. Perhaps we also have to, instead of just scaling it, we have to actually translate it to NY probably and maybe even forward as well before we can get the good result well perhaps be a little bit difficult but um... again this is probably where corrective shapes can be used But here we can kind of see the difference between partial joints and influence objects for geometry. I still prefer partial joints overall, but perhaps influence objects might be a good alternative too.",
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"text": " I wanted to record one more video here where we can see kind of the comparison between the influence objects and partial joints instead. So I can compare the two methods here. So on the other leg or on the other foot I'm going to set up partial joints instead. It's a great one. Let's parent it under this joint here. Parent zero it out. Now we can get it into the same space and then also removing all the joint or ends here. Probably have to do that again once we parent it to the parent joint, so that's what we want to do next. So let's call this R foot mid partial J and T. And the fingers what we did is we scaled up the radius to 1, maybe we should make it even bigger here, 2. And then we all the color coded that guy to be red. And then we'll duplicate that. First we find it. Duplicate it. I'm pairing it to the previous ones. And it would be the root here. And we zero that out there. So here we have our partial joint for that one. So let's scale this also up. And now what we wanted to do is we wanted to take that. At the moment, it's parent under the same joint, so that doesn't bring as much. So we want a parent is one up, right? So we take the mid and parent under not the mid, but the root instead. And we come in here and check our rotations in case we have anything that needs to be zeroed out on the attribute editor. Here we have joint orient. So let's zero that out. And the rest is OK. And then let's take the root partial joint, which I still have to rename. Root partial joint. And let's parent that also one up from there. So not under the root, but rather under, well, we want to have half of the joints rotation from this one here, go onto the joints, and we have to parent it outside there. It's probably under the foot group. Let's try that. Foot root goes under foot group. I'll get an arrow here. What is that saying? Bonding works, min. OK. See if that works. And then we also zero out any rotation that we might get, or joint or ends. Zero that out. And now if we rotate this, the partial joint should not rotate with it, so now we can actually hook up the rotation as much as we want. So let's connect those up. Make with it on the fingers. I will do it in the hypershade here. Add selected. And we need a multiply divide node. and divide the rotation coming from the first control. I'll probably connect all of them, x, y and z, and then connect that into the rotation of also all three. and then we divide everything here with 0.5. Now when we're rotating our foot 60 degrees, for example, our joint here is rotating 30 degrees. And now we can weight that. Actually, one thing that we're probably missing is the rotation from this one, which is not rotating the foot. It's a different rotation that is actually rotating one of those groups here. The ball roll group is getting rotated here. So we probably have to connect the ball roll also into that one here with the plus minus node. So let's add that as well and add those together before they come in here, so let's add a plus minus average node. The attribute editor, I'm going to add two new items, and connect those in here. Let's maybe just connect the rotate X for now. OK, making it a little bit easier on the other ones we can connect later on. Output x goes into input x. And then I'll actually kill the other two here, break connections for a second. You can see if it's actually doing the right thing. So we have our partial joint. Actually, here I think this is probably wrong. So we should instead, at the moment here, it's just staying behind. So let's see if we can parent it somewhere else. There it goes along for the ride. I'm wondering if we can just parent it to the end of the blend leg. Let's try that. Let's parent the foot partial. Instead of here in the foot group, let's parent it to the end of the blend leg. So let's find that. Here we have our IK leg. Here we have our blend root mid end. We'll parent it to the end of the blend leg. foot root partial goes to the end of the blend leg. Turn this in here. Here we have it. Probably double check to make sure it didn't pick up any rotations. Actually now we have rotations in here, but it might still work. Let's try it. Rotate this up so now it stays in place and we can also see it picks up this rotation and it is rotated 35 degrees here So I think this seems to have worked. So now we can paint towards that paint skin weights tools Then we pick up our partial joints star partial star When I have our Oh, at the moment they're not influence objects. That's what's still missing. So we have to pick those two, add them as an influence to that skin. So add influence. Remove to the used geometry and still lock weights to zero. Now they're a part of it. Now if we come in here now we can see those partial joints for the foot. Down here foot mid, foot root. And now let's see if we can paint that and what we will get differently now. So you can still see that this is kind of, you know, going in a lot. So as we're painting this, replace, comes out a little bit, but not really. It comes out a little bit more in the front here. So this is what we are getting now with the partial joint instead of no partial joint. But now what we can do is, as I said before, we can take this and we can kind of translate this and move it anywhere we like or we can also scale this out if we wanted to. really kind of shaping how we want this to look like when it bends all the way. Let's set this back. What I'm probably going to do is I'm probably going to translate it back a little bit because I also don't like this bump here in the front. So when this is rotating or going towards 30, I'm going to say this should be minus 1. And this is 0. Then, well, if the rotation is 0, then this should be 0. So the way how I'm going to try to do that is with a remap node again. So I'll go to remap value. And I can either go from what is coming in here, So the output of the subdivision and plug that in here, or I can go from that itself, from the rotation output, go into the remap node, and then from the remap node, go into the translation x of that one here. So let's try that. Rotate x. It should work. We might get a cycle warning that we have to do it the other way around input value. And then from the output value, we go into the translation. Out value, we go into the translation x. Actually, it does seem to work. So now the cycle check there. And now we can play with these values. So we said, if this is 0, it should be 0. If this is 30, then I think it was 0. minus one, here we go, minus one. Let's say this is 35. So now if we rotate this down, now the rotation is going to be 0, so the translation is going to be 0. If this is going to be 35, then this is going to be minus one. Now this is exactly what we're after here, getting some nice rotations or deformations. So that's with a partial joint and the other one here was with the influence object. And we can still scale this too if we wanted to. Can also connect the scaling here as well, create a little bulge here or scale this more or translate this back more, whatever really we want, but based on the rotation of that. Let's also check if it's working also when this gets rotated. I think it does. So if this is getting 70, then that means the partial joint is getting 35, and this is kind of like translating back. So we do seem to have the same result here. Also if we set this to... So very, very similar. Again, if we translate this back a little bit more or maybe scale it to, we are probably getting even better results. Let's try to rotate it or translate it back a little bit more. So instead of minus one, I want this to go to minus point two, minus point two five. This might be okay. And then as the next step, let's also do the lower one here, the mid joint of the foot. Hook up that partial joint here as well, just so that we can see a full comparison of the two. So this one we want to have the moment it seems to be rotating with that joint. We probably want it to be half of that so that it rotates in the opposite direction instead. If we're unsure what's happening here, we can always use our cube and parent it under this partial joint and zero everything out, bring it into that same space, then maybe make this a little bit bigger and then we can really see what's going on. So we can see here at the moment the partial joint is rotating because we parent it under the previous one which is rotating with this. So now we want to have, if this is rotating, we want the partial joints to rotate into the opposite way. So counter-animate this with, I don't know, minus 35 or so. So let's hook that up. So if we are using the ball roll, I guess if we have the foot mid is rotating, that's probably what we can use. graph add selected. We use a multiply node, multiply to get half of that. So I'll also just connect the X for now, but we can connect the other ones later on if we want to. Now we're multiplying this with 0.5 and now that partial joint here, that should be minus 35, So we add that one in here. And the result of that minus 60 multiplied by 0.5 is minus 30. So we want to connect that into there. Output X into rotate. Rotate X. So now we have half of that rotation here going. And now we can skin it. So let's delete that cube here and let's skin. I think we already added it as an influence object already. Now let's try to skin that a little. Pain skin weights. Now we have our foot mid-partial joint. And we want to weight all this area here. It's getting sucked in before. See if that helps. Maybe this one could also be a little bit, maybe 0.25, similar to what we did with the influence object. Maybe the next one here too, a little bit. Next roll up. Okay, a little bit better than before I feel, but we probably also want to have a little bit of translation here, our scaling going on. Here this is becoming a little bit more tricky because this is just moving it up and down, and this is moving it forward backwards. So perhaps it should go up a little, and here we already have a value in there. Okay, I'm going to try to do scaling, see if that works a little bit better perhaps. Scaling actually does, might work. So let's try to connect it to the scale and set here for this one. High per shade. We need a remap. We say, okay, if this is rotating, so rotate X, it's the input, input value, and then we connect it the other way around. If this goes out, then we wanted to connect it to which scale was scale set. Out value goes into scale set. And now we have to remap this, so if this is 0 then we want the scale to be 1 And if this is going towards minus 35 to 0, so if it's 0 then it's 1, and if it's minus 35 then we want this to be 1.2 perhaps or 1.3, 1.25 maybe. And now we can paint the weights a little bit differently, refine those. So maybe that should be weighted a little bit more now. So I'm going to add 0.25 now. Perhaps not 100% convincing. Let's try painting those back to the main foot joint. Let's try our foot root. those back, so that it comes forward. Okay, something like that. I think it's looking a little bit better now. We're still having some issues here with just skinning. see if we can make those come up a little bit more than we probably have to paint it to the foot mid instead. No. Perhaps we also have to, instead of just scaling it, we have to actually translate it to NY probably and maybe even forward as well before we can get the good result well perhaps be a little bit difficult but um... again this is probably where corrective shapes can be used But here we can kind of see the difference between partial joints and influence objects for geometry. I still prefer partial joints overall, but perhaps influence objects might be a good alternative too."
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