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Add transcription for: week03 01 intro.wav

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transcriptions/week03 01 intro_transcription.json ADDED
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+ {
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+ "text": " Hey everybody, welcome back to week three of this workshop. Today I want to finish off the base rig that we have so that next week we can start looking at some more advanced concepts for the spine and making arms and legs more advanced and things like that kind of like taking a whole over this rig. But today I want to still finish up this base rig here that's going to be a robust and you know a first working version of our rig in just kind of a few hours. So what I want to talk about today is connecting everything up. So far, we have these individual pieces, like an arm rig, or two leg rigs, two arm rigs, two hand rigs, two feet rigs, and so on. So today, I want to connect everything together that it works. And then talk a little bit about point constraints and orient constraints. If you remember, so far, we got away without using any constraints. So far we only have hierarchies and some connections and custom attributes, but that's it. So we kept it very lean and fast and interactive. But now for connecting the hands to the arms and the feet to the legs, we actually do need some constraints. I'm not sure you why today. And then I also want to show you how we can manage the visibility a little bit better. Right now we can see all the controls all at once. we want to add kind of switching that the animators only see the controls that they need in that particular moment so that we can kind of avoid having so many controls visible at the same time. And then last but not least, we're also going to start doing some rough skinning here. So we'll select all the joints, use some metal for that and do our skinning or like a first pass of the skinning anyway that we can see stuff moving around and then we're ready for next week to take it kind of to the next level. So let's get started.",
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+ "segments": [
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+ {
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+ "text": " Hey everybody, welcome back to week three of this workshop. Today I want to finish off the base rig that we have so that next week we can start looking at some more advanced concepts for the spine and making arms and legs more advanced and things like that kind of like taking a whole over this rig. But today I want to still finish up this base rig here that's going to be a robust and you know a first working version of our rig in just kind of a few hours. So what I want to talk about today is connecting everything up. So far, we have these individual pieces, like an arm rig, or two leg rigs, two arm rigs, two hand rigs, two feet rigs, and so on. So today, I want to connect everything together that it works. And then talk a little bit about point constraints and orient constraints. If you remember, so far, we got away without using any constraints. So far we only have hierarchies and some connections and custom attributes, but that's it. So we kept it very lean and fast and interactive. But now for connecting the hands to the arms and the feet to the legs, we actually do need some constraints. I'm not sure you why today. And then I also want to show you how we can manage the visibility a little bit better. Right now we can see all the controls all at once. we want to add kind of switching that the animators only see the controls that they need in that particular moment so that we can kind of avoid having so many controls visible at the same time. And then last but not least, we're also going to start doing some rough skinning here. So we'll select all the joints, use some metal for that and do our skinning or like a first pass of the skinning anyway that we can see stuff moving around and then we're ready for next week to take it kind of to the next level. So let's get started."
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+ }
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+ ]
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+ }