Add transcription for: week01 03 analysing some free rigs pt2.wav
Browse files
transcriptions/week01 03 analysing some free rigs pt2_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " Usually most rigs, as we said before, they share, you know, they have one all control or master control or a global control or however many, however, you know, people are calling them, but it's one control that's meant to translate, rotate and ideally scale the whole character. The second most important control is probably a controller for the body moving the whole upper body around but leaving the legs where they are. So here we have our body control. It's called so bony root C. A Matilla COG control, so that stands for center of gravity. I like to call this body control, but center of gravity is also quite common here. Also COG, center of gravity. Actually, this becomes a little bit faster now. Then here we have two it looks like. we have one and then we have another one, two that seemingly are doing the same thing. So here it's actually called body and this one is called center of gravity. So what you can do with this I believe is you can have two different pivots, two different controls, which is also a great thing because then you can basically move this to the side. So let's try this moving that to 10, maybe 20, 25 and moving this to minus 25. Now it looks like it's in the same spot, but what you can now do with this controller is you have a different pivot. So as opposed to rotating from the center now, the character is rotating from this 25% offset control. And then here we also have one center of gravity. So they all behave pretty much the same way. It's probably this one here. You can see that the legs are staying where they are, the feet, and legs are bending, and the arms and head and everything is following the spine. And then it's going into finer details. Then we can look at the different spines here. Also look similar for the most part. Some rigs they are pretty basic so I think if we look at the Spider-Man rig, actually the Spider-Man rig is probably not a very good example anyway. If we look here at the colors for example, you can see that there is no distinction between right and left here, and a lot of these controls are white, which probably is also not very good, as we talked about before. I played around with this a little bit, and I don't think it's very intuitive. I mean, it's an okay rig, but still, it's also helpful to look at this rigs, or those kind of rigs, you know, because it's also okay to learn from other people's mistakes or seeing what doesn't really work so well. And I don't know the person who did it, you know, I don't know how long he or she has done rigging before. But if we try to move this control here, pelvis icon, there is some rotation in there going on. Actually, I think this is probably the center of gravity here. Now this is for the upper body. And if I move this around, we can see that the arms are staying behind, or the shoulders rather. So I don't have a control. It looks like to take the whole body. I believe maybe if we select both of these guys, that kind of works. But then these controls here are staying behind. Maybe it's the C, actually, that I'm looking at this. But it's bird inside. Let's try to select it. Here we go. Maybe it's on the back. Let's see. It is on the back here. So we'd have to come around and then select this controller there. And here we have our center of gravity the same like the other guys. But there are a couple of things that I don't particularly like about this rig, which is mainly that right and left have the same colors. There is white in there. It might not be the most intuitive here to animate with. And then obviously we can scale it. And then continuing from there on, we can analyze the arms, the legs, the head. And just trying to pose these characters into specific pose, like saying, hey, OK, I wanted to raise the right arm. He should be standing on his left foot only and has his hand on the nose, something like that. And just trying to pose it that way will already tell you quite a lot about how intuitive a rig is and what works and what doesn't really work. So if we select both of these guys, for example, and we try to apply a value of 10 here, here it's also one interesting thing. With some of these rigs, you will have mirrored controls. So here, for example, we can mirror the legs or feet, rather, and then here the hands. I think there's mirroring on as well, which is nice for rotation, but then for translation. If we try to apply translation, we can see that one arm is going up and one arm is going down, which I don't think is a good thing to have. If we look at this one here, how it's done here, see we have mirrored rotation, okay, and we don't have any translation on these controls, because I assume that these are in FK at the moment. So let's see if we can switch those to IK2 to have a fair comparison with Lentis. Here we already have values on there, which I also don't particularly like, but let's see what happens if we set those to zero. Actually that's maybe a good thing because we can zero it out. This is the post that it might have been rigged in, we don't know, maybe that was the model post. we have an ability to set it to zero. And then the arms are straight. And now let's see what happens if we rotate this. So here we don't have a mirrored rotation. Here we have one is going up, one is going down. So if you say, hey, I want both my arms to go 90 degrees down, put it 90. And here, actually, it would be minus 90 that we have to enter. So you kind of have to set both controls and do them individually. You have to rotate one down, and then you have to rotate the other one in the opposite direction to get the same result. But on the other hand, you have translation that will not be mirrored. So you have those controls go in the same kind of directions here. What about here? Here we have rotations mirrored. I'll zoom in the feet here. Let's see. Actually, no. They're not mirrored. So same problem. We'd have to go in if we wanted to rotate both feet out or in. We'd have to do it individually. We have to rotate this one. And as you can see, inwards is positive. And on this side, if you rotate it, inwards it's negative. It might not be a big deal for some animators, but I feel for me I would rather have it symmetrical possible. Here we have mirror controls. And translation is working. up and down, four back to maybe check here. It's a little bit or can be a little bit misleading if we are depending on which mode we're in. If we are in vault space, move axes can be a little bit deceiving, but for an object space, our local space, we can see, here we can see we have a similar problem where one foot goes up and the other one goes down. And I can already tell you a little secret, And that is, you cannot have translation be not mirrored and rotation be mirrored. Maybe it's not a secret to you. Maybe you already knew that. But because we will look at this at a later point a little bit more. But whenever you're basically making a control or an object be mirrored in terms of behavior, the mirrored behavior will be true for everything. It will be true not only for rotation. You cannot say, oh, I only want my rotation to be mirrored, but my translation not, it will always apply to that whole transform, to that whole object. So that will be true then for translation, rotation and scaling. Either they all will be mirrored or they all will be not mirrored. But there is a trick that I like to do and that is splitting out the translation and rotations. But we will look at this later on. And then same thing here. We have mirror behavior. So again, looking at these different rigs and comparing them get quite different behaviors. Here we can see some looks like some IK handles that are still stuck in there, which is probably not a good idea to have those exposed. First of all, the animators might come in and say, oh, what does this one do? And just move it around. And then it will kind of break the rig. So those should probably be hidden. They shouldn't be there. And the other problem is here, there are all the values. So we will have a hard time if animators are moving them, or we are moving them around, we'll have a hard time setting them back to zero because then they will go somewhere else. So now we're not able to bring them back anymore where they were before, so now you can see pretty much broke the rig already. So better hide those controls that are not controls, they aren't even controls, they're IK handles. Better set the visibility to zero so that animators can't even see them so that there is no chance or making it a little bit harder I guess for them to destroy. rig. And then, you know, I'm not going to play too much more with it. I leave it up to you. I'll post the links to all these rigs that you can download yourself and then play it a little bit with them and just get a feeling for, you know, how they work, what you like about them, what you don't. And also the differences take note of the differences and the similarities that all these rigs have in terms of, you know, how the controls are named, what shapes they have, So here we have, for example, head control for this guy, that we can rotate in all three axes. Here we have a head control for this guy, which we can also rotate a little bit slower, probably because there is a face rig in there too. And we can also translate this guy around. And here we have a head control. And again, take a note of what they're called also, so summa, fk, cn, head, just seeing what the different naming conventions are. And the idea of this exercise is that you're using rigs that you haven't built yourself, and you find out what makes a rig intuitive for animators and what is very confusing. And for example, I think I had something somewhere where I thought I wasn't doing anything or I wasn't sure what it was meant to do. So here, I think it was on this guy also, we have this locator in there, which is also not called control or anything by the way. If we look at some of these control names here, we have right hand, zero icon, and then we have right arm FK02 icon, 01 icon, you know, so there are different names and I'm I'm not sure if they're the most intuitive names either, Icon. Here I guess all the controls are really called Icon, so that might be okay. But it needs to be clear for the animator what they can animate and what they shouldn't. So for example here in theory they could even come in and unlock this. I mean animators shouldn't unlock but I'm just saying they could unlock this. I guess they can because it is in a reference here. But you can select a geometry which probably all this is not a good idea. I think on most of these other guys we cannot even select the geometry so there is some mechanism to prevent animators from selecting geometry and they can really only select the controls and move those around But here what I wanted to say with this locator was that I think this is like for the web here and you have the web shoot Zero one so you can see that it kind of like come can come forward and backwards. So that's pretty cool You can also translate it around, to web and so on and so forth. But these amplitude controls here are attributes. Amplitude I was trying playing with that and it didn't seem to be doing anything. So if we're setting this, nothing is happening. The scale, nothing is happening. So you can see this might not be the most intuitive control to use because I have no idea how I can make this work. So I say or assume as somebody who is not familiar with this rig, oh, maybe that's broken, maybe the rigor forgot to connect them to anything. But maybe they do work. Maybe it's just one of the settings that you have to turn on to make this happen. But you can see, this is for me an example of something not being very intuitive here. So I think I'll want to keep that short and talk forever here, because we have so many other material and videos and stuff coming up. So I invite you guys to download some of these rakes here for free from the internet. Again, I'll post the links for you. And then have a play with them. And maybe make a list. I'm also curious to see what you guys feel. What do you guys think about these rigs? Make a list of maybe one or two. You don't have to do all of them. But what do you like and what you don't like? And maybe just one or two items, three items or whatever, of things that you like and that you don't like. Again, maybe just for one or two rigs. If you have some thoughts, I'm curious to hear them, which rakes you like, and why and which rakes you're like, that's a little bit weird and confusing or, well, this is low and this doesn't work and this doesn't seem to be doing anything. So this is kind of like an unofficial first assignment. The assignments for, you know, are obviously mainly going to be following along with that course here over the next eight weeks. But this is the first kind of unofficial homework, if you will. And if you don't want, you don't have to do it. But make a list of things that you like and that you don't like and submit it or send it to me via email or in the forum or stuff like that. And we can collect some items. And these are not all the free ricks. I think there are a lot more that you can download. This is just a selection to show you a few differences and similarities. Okay, that concludes this video of analyzing the rigs, and then I will be right back for the next video.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " Usually most rigs, as we said before, they share, you know, they have one all control or master control or a global control or however many, however, you know, people are calling them, but it's one control that's meant to translate, rotate and ideally scale the whole character. The second most important control is probably a controller for the body moving the whole upper body around but leaving the legs where they are. So here we have our body control. It's called so bony root C. A Matilla COG control, so that stands for center of gravity. I like to call this body control, but center of gravity is also quite common here. Also COG, center of gravity. Actually, this becomes a little bit faster now. Then here we have two it looks like. we have one and then we have another one, two that seemingly are doing the same thing. So here it's actually called body and this one is called center of gravity. So what you can do with this I believe is you can have two different pivots, two different controls, which is also a great thing because then you can basically move this to the side. So let's try this moving that to 10, maybe 20, 25 and moving this to minus 25. Now it looks like it's in the same spot, but what you can now do with this controller is you have a different pivot. So as opposed to rotating from the center now, the character is rotating from this 25% offset control. And then here we also have one center of gravity. So they all behave pretty much the same way. It's probably this one here. You can see that the legs are staying where they are, the feet, and legs are bending, and the arms and head and everything is following the spine. And then it's going into finer details. Then we can look at the different spines here. Also look similar for the most part. Some rigs they are pretty basic so I think if we look at the Spider-Man rig, actually the Spider-Man rig is probably not a very good example anyway. If we look here at the colors for example, you can see that there is no distinction between right and left here, and a lot of these controls are white, which probably is also not very good, as we talked about before. I played around with this a little bit, and I don't think it's very intuitive. I mean, it's an okay rig, but still, it's also helpful to look at this rigs, or those kind of rigs, you know, because it's also okay to learn from other people's mistakes or seeing what doesn't really work so well. And I don't know the person who did it, you know, I don't know how long he or she has done rigging before. But if we try to move this control here, pelvis icon, there is some rotation in there going on. Actually, I think this is probably the center of gravity here. Now this is for the upper body. And if I move this around, we can see that the arms are staying behind, or the shoulders rather. So I don't have a control. It looks like to take the whole body. I believe maybe if we select both of these guys, that kind of works. But then these controls here are staying behind. Maybe it's the C, actually, that I'm looking at this. But it's bird inside. Let's try to select it. Here we go. Maybe it's on the back. Let's see. It is on the back here. So we'd have to come around and then select this controller there. And here we have our center of gravity the same like the other guys. But there are a couple of things that I don't particularly like about this rig, which is mainly that right and left have the same colors. There is white in there. It might not be the most intuitive here to animate with. And then obviously we can scale it. And then continuing from there on, we can analyze the arms, the legs, the head. And just trying to pose these characters into specific pose, like saying, hey, OK, I wanted to raise the right arm. He should be standing on his left foot only and has his hand on the nose, something like that. And just trying to pose it that way will already tell you quite a lot about how intuitive a rig is and what works and what doesn't really work. So if we select both of these guys, for example, and we try to apply a value of 10 here, here it's also one interesting thing. With some of these rigs, you will have mirrored controls. So here, for example, we can mirror the legs or feet, rather, and then here the hands. I think there's mirroring on as well, which is nice for rotation, but then for translation. If we try to apply translation, we can see that one arm is going up and one arm is going down, which I don't think is a good thing to have. If we look at this one here, how it's done here, see we have mirrored rotation, okay, and we don't have any translation on these controls, because I assume that these are in FK at the moment. So let's see if we can switch those to IK2 to have a fair comparison with Lentis. Here we already have values on there, which I also don't particularly like, but let's see what happens if we set those to zero. Actually that's maybe a good thing because we can zero it out. This is the post that it might have been rigged in, we don't know, maybe that was the model post. we have an ability to set it to zero. And then the arms are straight. And now let's see what happens if we rotate this. So here we don't have a mirrored rotation. Here we have one is going up, one is going down. So if you say, hey, I want both my arms to go 90 degrees down, put it 90. And here, actually, it would be minus 90 that we have to enter. So you kind of have to set both controls and do them individually. You have to rotate one down, and then you have to rotate the other one in the opposite direction to get the same result. But on the other hand, you have translation that will not be mirrored. So you have those controls go in the same kind of directions here. What about here? Here we have rotations mirrored. I'll zoom in the feet here. Let's see. Actually, no. They're not mirrored. So same problem. We'd have to go in if we wanted to rotate both feet out or in. We'd have to do it individually. We have to rotate this one. And as you can see, inwards is positive. And on this side, if you rotate it, inwards it's negative. It might not be a big deal for some animators, but I feel for me I would rather have it symmetrical possible. Here we have mirror controls. And translation is working. up and down, four back to maybe check here. It's a little bit or can be a little bit misleading if we are depending on which mode we're in. If we are in vault space, move axes can be a little bit deceiving, but for an object space, our local space, we can see, here we can see we have a similar problem where one foot goes up and the other one goes down. And I can already tell you a little secret, And that is, you cannot have translation be not mirrored and rotation be mirrored. Maybe it's not a secret to you. Maybe you already knew that. But because we will look at this at a later point a little bit more. But whenever you're basically making a control or an object be mirrored in terms of behavior, the mirrored behavior will be true for everything. It will be true not only for rotation. You cannot say, oh, I only want my rotation to be mirrored, but my translation not, it will always apply to that whole transform, to that whole object. So that will be true then for translation, rotation and scaling. Either they all will be mirrored or they all will be not mirrored. But there is a trick that I like to do and that is splitting out the translation and rotations. But we will look at this later on. And then same thing here. We have mirror behavior. So again, looking at these different rigs and comparing them get quite different behaviors. Here we can see some looks like some IK handles that are still stuck in there, which is probably not a good idea to have those exposed. First of all, the animators might come in and say, oh, what does this one do? And just move it around. And then it will kind of break the rig. So those should probably be hidden. They shouldn't be there. And the other problem is here, there are all the values. So we will have a hard time if animators are moving them, or we are moving them around, we'll have a hard time setting them back to zero because then they will go somewhere else. So now we're not able to bring them back anymore where they were before, so now you can see pretty much broke the rig already. So better hide those controls that are not controls, they aren't even controls, they're IK handles. Better set the visibility to zero so that animators can't even see them so that there is no chance or making it a little bit harder I guess for them to destroy. rig. And then, you know, I'm not going to play too much more with it. I leave it up to you. I'll post the links to all these rigs that you can download yourself and then play it a little bit with them and just get a feeling for, you know, how they work, what you like about them, what you don't. And also the differences take note of the differences and the similarities that all these rigs have in terms of, you know, how the controls are named, what shapes they have, So here we have, for example, head control for this guy, that we can rotate in all three axes. Here we have a head control for this guy, which we can also rotate a little bit slower, probably because there is a face rig in there too. And we can also translate this guy around. And here we have a head control. And again, take a note of what they're called also, so summa, fk, cn, head, just seeing what the different naming conventions are. And the idea of this exercise is that you're using rigs that you haven't built yourself, and you find out what makes a rig intuitive for animators and what is very confusing. And for example, I think I had something somewhere where I thought I wasn't doing anything or I wasn't sure what it was meant to do. So here, I think it was on this guy also, we have this locator in there, which is also not called control or anything by the way. If we look at some of these control names here, we have right hand, zero icon, and then we have right arm FK02 icon, 01 icon, you know, so there are different names and I'm I'm not sure if they're the most intuitive names either, Icon. Here I guess all the controls are really called Icon, so that might be okay. But it needs to be clear for the animator what they can animate and what they shouldn't. So for example here in theory they could even come in and unlock this. I mean animators shouldn't unlock but I'm just saying they could unlock this. I guess they can because it is in a reference here. But you can select a geometry which probably all this is not a good idea. I think on most of these other guys we cannot even select the geometry so there is some mechanism to prevent animators from selecting geometry and they can really only select the controls and move those around But here what I wanted to say with this locator was that I think this is like for the web here and you have the web shoot Zero one so you can see that it kind of like come can come forward and backwards. So that's pretty cool You can also translate it around, to web and so on and so forth. But these amplitude controls here are attributes. Amplitude I was trying playing with that and it didn't seem to be doing anything. So if we're setting this, nothing is happening. The scale, nothing is happening. So you can see this might not be the most intuitive control to use because I have no idea how I can make this work. So I say or assume as somebody who is not familiar with this rig, oh, maybe that's broken, maybe the rigor forgot to connect them to anything. But maybe they do work. Maybe it's just one of the settings that you have to turn on to make this happen. But you can see, this is for me an example of something not being very intuitive here. So I think I'll want to keep that short and talk forever here, because we have so many other material and videos and stuff coming up. So I invite you guys to download some of these rakes here for free from the internet. Again, I'll post the links for you. And then have a play with them. And maybe make a list. I'm also curious to see what you guys feel. What do you guys think about these rigs? Make a list of maybe one or two. You don't have to do all of them. But what do you like and what you don't like? And maybe just one or two items, three items or whatever, of things that you like and that you don't like. Again, maybe just for one or two rigs. If you have some thoughts, I'm curious to hear them, which rakes you like, and why and which rakes you're like, that's a little bit weird and confusing or, well, this is low and this doesn't work and this doesn't seem to be doing anything. So this is kind of like an unofficial first assignment. The assignments for, you know, are obviously mainly going to be following along with that course here over the next eight weeks. But this is the first kind of unofficial homework, if you will. And if you don't want, you don't have to do it. But make a list of things that you like and that you don't like and submit it or send it to me via email or in the forum or stuff like that. And we can collect some items. And these are not all the free ricks. I think there are a lot more that you can download. This is just a selection to show you a few differences and similarities. Okay, that concludes this video of analyzing the rigs, and then I will be right back for the next video."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|