Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 7 - 4 TendrilRig_frames.zip
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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 7 - 4 TendrilRig_frames_transcription.json
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"text": " Hey everyone, so now we've tackled the leg rig and the body and most of our bones. I want to start by working into our tendrils. So for the tendrils themselves, this is going to be a very similar rig to what we did with our legs, but hopefully a little bit more simple than the legs. So we're going to start here just by duplicating one of our leg bones. jump over into edit mode here and I'm just going to start we've got three tendrils so on each side so there's six in total but one smaller one a couple of smaller ones and then a bigger one so we'll start probably with the bigger tendril here and so what I want to do to begin with is just set up my cursor into this location and then we're just going to come into the head and selection to cursor there and then same thing here but we'll move the tail into the head and the tail into the right places there and then I'm just going to extrude out a couple of bones here so we can get everything lined up. So next we'll just select this one and do cursor to select it again and just move this. So the process is very similar in terms of lining up these bones and aligning them in terms of the actual locations of the tendrils. So that gives us our bones there for this one and then what I'm going to do is I'm just going to name these so if we just go down and find this in the stack here so we have our head bones here so we're going to call this large tendril 01.L for left and then we'll just do the same here and just rename these guys okay so that's the big ones done and then you repeat repeat the same process for these so in edit mode. We'll do one more of these so you can get an idea for how I'm going to set them up and then the other one you can do yourself as part of the homework submission but if I jump over now to just duplicate this we'll come over here set our 3d cursor and then I'm just going to move this here and then 3d cursor so you can just see that the process when you start working with rigs and bones for this kind of thing the process is very similar a lot of the time it's just getting the bones in place, aligning the bones where you want them to be roughly. And then once you've got them in a good place and everything is aligned, then it's just about parenting the bones to the right pieces and then testing the rig. So it's a pretty straightforward process once you start kind of getting into it, right? Okay, so this is a small tendril. So we'll rename this one as well. Actually, we'll call this one medium tendril because the other one is smaller. So let's do 01.L and then we can just copy these names. So yeah, you should have to just go through and do a good naming pass on most of your bones as well to make sure you get things looking good. So okay, so now we're gonna just select the bone and then the same process as before, we'll just go through and then pair it that piece to the bone. So again, same thing, jump into pose mode, select the bone, jump out of pose mode. So for this as well, this is a bendy tube. So if I wanted to, I could have added a couple more bones in there if I want a bit more deformation in that particular area. But for this, I'm not worried about the fidelity too much. I don't want, I just wanna move these tendrils around a lot of the time. I don't really want to have them bending too much. So I'm kind of all right with that there. Cool, and then we just come in again. So select this one, do this guy, parent, bone, again same process. So just repeat the process kind of along the chain. So just usually I just go one by one like this. Okay, so those ones are now parented. So if we go over to pose mode now, we can test that the tendrils are working. So you can see that thing is rotating. And then if you want to, you can also set up Constraints and things for the rotation and things like that That's usually a pretty good thing to do if you if you want to do that But I also want to be able to control these. I don't want to have to individually animate these Bone by bone so I will set up a similar to what we did with the legs. I'm going to set up an IK solution For this so process is very straightforward you extrude out bones from your last bone here along these kind of lines and then we would just um unparent these so alt P and clear parent and then for each one of these you just want to give it a name so um we'll call this large tendril underscore ik dot l and then for the medium one we'll do the same but just call it medium and then the The IK is the same as before, so you would jump into pose mode, select the bone here, and then under bone constraint we're going to add an inverse kinematic, select our armature, and then select the bone. So for this one it's the large tendril IK, and then we choose how many bones back we have which in this case is two, and that's pretty much it. So now we can actually move this around, and that should hopefully just influence our tendrils. You can see that we can move our tendril around and position him however we wanna position him. So that's that guy. If you wanted to also, this is just moving the tendril randomly, but if you want to also have control for a rotation, so say for example, we wanted to be able to rotate this end bone as an example, we could actually set a constraint so that when we rotate this, it will also rotate this one here. So that's pretty easy to do. you basically just select the bones and hit control shift C. And then you can do a copy rotation. I think actually we need to select the opposite way round. So if I copy rotation and then select this guy, actually maybe I did do it, did I do it the, I don't know, I've done it the right way round. Okay. And then now we select the bone with the constraint on and you just want to set your tangent spaces to local space. And then what will happen now is as we rotate this bone, we can actually rotate the end bone. So that can be pretty handy if we're trying to have some rotation and things there. We could also, on this particular case, this looks like it has a little bit of a twist or a roll in there. So we might want to come back to edit mode and remove the roll, like tweak the roll, how we want it to be. If this happens, what you'll notice is when we jump back into pose mode, this is going to break, the object is going to break, the position of it, you can see it rotates. So we would just need to clear parent. If we do that without keeping the transforms, that will reset back to its default. And then from there, we can then just reparent this again. So we select the bone and then just reparent again. So now this is not twisted, the bone isn't twisted. So sometimes that can be pretty handy if you need to control that there. So yeah, so that's just a little trick if you wanted to do that kind of thing. And then what I usually do, once I've done with the tendrils, I will move all of the other bones into different groups within the armature here so that we don't see those. So we'll just do, the last one here, we'll just do the IK for this guy. So we would do inverse kinematic again, select the armature and then select the bone. So this one would be medium IK and it's two bones back. So two bones back and then this will now move this tendril. And then what we can do just to tidy up the tendrils now is we'll create a folder called tendril hide, for example, and then what we're gonna do now is just move our bones that we don't need to this layer and remove them from any other layer that they're in. So now when we turn this off, we're just gonna be left with the IK bones. And so we can add another group for that. So we could create one called tendril IK. And then just for these guys, we would move those to this and remove them from the bones. So now we can hide the tendril IK and enable it if we need to and just move our tendrils around freely. So this process we would follow again for the smaller tendril and then just mirror and repair it on the other side. So that's how you would set up the rig for the tendrils.",
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"text": " Hey everyone, so now we've tackled the leg rig and the body and most of our bones. I want to start by working into our tendrils. So for the tendrils themselves, this is going to be a very similar rig to what we did with our legs, but hopefully a little bit more simple than the legs. So we're going to start here just by duplicating one of our leg bones. jump over into edit mode here and I'm just going to start we've got three tendrils so on each side so there's six in total but one smaller one a couple of smaller ones and then a bigger one so we'll start probably with the bigger tendril here and so what I want to do to begin with is just set up my cursor into this location and then we're just going to come into the head and selection to cursor there and then same thing here but we'll move the tail into the head and the tail into the right places there and then I'm just going to extrude out a couple of bones here so we can get everything lined up. So next we'll just select this one and do cursor to select it again and just move this. So the process is very similar in terms of lining up these bones and aligning them in terms of the actual locations of the tendrils. So that gives us our bones there for this one and then what I'm going to do is I'm just going to name these so if we just go down and find this in the stack here so we have our head bones here so we're going to call this large tendril 01.L for left and then we'll just do the same here and just rename these guys okay so that's the big ones done and then you repeat repeat the same process for these so in edit mode. We'll do one more of these so you can get an idea for how I'm going to set them up and then the other one you can do yourself as part of the homework submission but if I jump over now to just duplicate this we'll come over here set our 3d cursor and then I'm just going to move this here and then 3d cursor so you can just see that the process when you start working with rigs and bones for this kind of thing the process is very similar a lot of the time it's just getting the bones in place, aligning the bones where you want them to be roughly. And then once you've got them in a good place and everything is aligned, then it's just about parenting the bones to the right pieces and then testing the rig. So it's a pretty straightforward process once you start kind of getting into it, right? Okay, so this is a small tendril. So we'll rename this one as well. Actually, we'll call this one medium tendril because the other one is smaller. So let's do 01.L and then we can just copy these names. So yeah, you should have to just go through and do a good naming pass on most of your bones as well to make sure you get things looking good. So okay, so now we're gonna just select the bone and then the same process as before, we'll just go through and then pair it that piece to the bone. So again, same thing, jump into pose mode, select the bone, jump out of pose mode. So for this as well, this is a bendy tube. So if I wanted to, I could have added a couple more bones in there if I want a bit more deformation in that particular area. But for this, I'm not worried about the fidelity too much. I don't want, I just wanna move these tendrils around a lot of the time. I don't really want to have them bending too much. So I'm kind of all right with that there. Cool, and then we just come in again. So select this one, do this guy, parent, bone, again same process. So just repeat the process kind of along the chain. So just usually I just go one by one like this. Okay, so those ones are now parented. So if we go over to pose mode now, we can test that the tendrils are working. So you can see that thing is rotating. And then if you want to, you can also set up Constraints and things for the rotation and things like that That's usually a pretty good thing to do if you if you want to do that But I also want to be able to control these. I don't want to have to individually animate these Bone by bone so I will set up a similar to what we did with the legs. I'm going to set up an IK solution For this so process is very straightforward you extrude out bones from your last bone here along these kind of lines and then we would just um unparent these so alt P and clear parent and then for each one of these you just want to give it a name so um we'll call this large tendril underscore ik dot l and then for the medium one we'll do the same but just call it medium and then the The IK is the same as before, so you would jump into pose mode, select the bone here, and then under bone constraint we're going to add an inverse kinematic, select our armature, and then select the bone. So for this one it's the large tendril IK, and then we choose how many bones back we have which in this case is two, and that's pretty much it. So now we can actually move this around, and that should hopefully just influence our tendrils. You can see that we can move our tendril around and position him however we wanna position him. So that's that guy. If you wanted to also, this is just moving the tendril randomly, but if you want to also have control for a rotation, so say for example, we wanted to be able to rotate this end bone as an example, we could actually set a constraint so that when we rotate this, it will also rotate this one here. So that's pretty easy to do. you basically just select the bones and hit control shift C. And then you can do a copy rotation. I think actually we need to select the opposite way round. So if I copy rotation and then select this guy, actually maybe I did do it, did I do it the, I don't know, I've done it the right way round. Okay. And then now we select the bone with the constraint on and you just want to set your tangent spaces to local space. And then what will happen now is as we rotate this bone, we can actually rotate the end bone. So that can be pretty handy if we're trying to have some rotation and things there. We could also, on this particular case, this looks like it has a little bit of a twist or a roll in there. So we might want to come back to edit mode and remove the roll, like tweak the roll, how we want it to be. If this happens, what you'll notice is when we jump back into pose mode, this is going to break, the object is going to break, the position of it, you can see it rotates. So we would just need to clear parent. If we do that without keeping the transforms, that will reset back to its default. And then from there, we can then just reparent this again. So we select the bone and then just reparent again. So now this is not twisted, the bone isn't twisted. So sometimes that can be pretty handy if you need to control that there. So yeah, so that's just a little trick if you wanted to do that kind of thing. And then what I usually do, once I've done with the tendrils, I will move all of the other bones into different groups within the armature here so that we don't see those. So we'll just do, the last one here, we'll just do the IK for this guy. So we would do inverse kinematic again, select the armature and then select the bone. So this one would be medium IK and it's two bones back. So two bones back and then this will now move this tendril. And then what we can do just to tidy up the tendrils now is we'll create a folder called tendril hide, for example, and then what we're gonna do now is just move our bones that we don't need to this layer and remove them from any other layer that they're in. So now when we turn this off, we're just gonna be left with the IK bones. And so we can add another group for that. So we could create one called tendril IK. And then just for these guys, we would move those to this and remove them from the bones. So now we can hide the tendril IK and enable it if we need to and just move our tendrils around freely. So this process we would follow again for the smaller tendril and then just mirror and repair it on the other side. So that's how you would set up the rig for the tendrils."
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