Add transcription for: week04 15 variable fk spine pt3.wav
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transcriptions/week04 15 variable fk spine pt3_transcription.json
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"text": " Okay, now let's try to add this back into our rig. See what we have to do for that. So here we are with our rig and now we want to go here on our back and we want to remove the bend up, bend mid, bend low and replace it with the new variable band. So let's add our attributes here. Band doesn't like it. Attribute already exists. because we have multiple objects selected. So let's select just a body and create band, position, position, and falloff. Those were the three attributes that we need. And then let's connect. The quickest way would probably be just leave that control in there and rename it to something else. That's not a CTL. And then just connect those attributes up. But I want to make it clean. I don't want to have this extra control floating around there. So what I'm going to do in status, I'm just going to recreate those same connections with the body control. So I bring in my body control here, just through graph, addSelected to graph, and it's in there. And then I will try to replicate those connections. So we have the falloff went into the multiplier here, and it also went into one of those into the wide channel here, the second one. I think it will make it easier if we set this to a number. We're going to actually see what's going on here. We set to fault one. Now we can see where we added that. The first one was the negation and then the second one was straight connected up. So So let's connect that first. So I have it come from here instead, fall off to input x. Let replace that. And then we go into the plus minus nodes, fall off into the second one, right, fall off them. into second Y. Second Y. Second Y. Second Y. And the last one here. Second Y. Okay. I think I got all of them. They're not connected or coming not from here anymore. So we already have all this connected to rewrite control. Then we have to kind of continue here onwards. So don't think we have to connect anything to those guys, but we have to connect the bend into our input Y on these multiplier nodes. So let's connect those up. So bend goes into input. Actually not coming from here, now it has to come from here, right? So we swap those out. So bend goes into our first input 1x here, all those guys. 1x, I think we forgot one, this one here. Here we go. Now we can see now this node and this control is also not connected to any of these multipliers anymore either. So with the lag time we can move those up and those up, those are also done now. These are just with these remap nodes. And the remap nodes, they got the position. So all what we have to do is I go from position attribute into the input values here for those guys. So let's connect a position from here instead and then we're done. Almost position into the input values. Those guys. This one is connected. Let me just step through input value, input value, input. OK, so that means now this is not connected to anything anymore. We still see those lines with those, I think it was the unit convergence. But they're not going to those joints anymore, because instead we connected it from the multipliers directly here. So now we can basically delete the control. It's not driving anything anymore. The only thing that it still does is it's still, those joints are parented under it. So if I were to delete it, it will basically delete all these joints here as well. But what we wanna do instead is we wanna connect our FK joints to that anyway. So we don't want these joints around later on anymore. So let's pick our FK joints, our real FK joints in the rig. So it should be under body. And then FK spine here are all of our FK joints. So now we pick our nine FK joints. One, two, three, four, five, six, seven, eight, nine. We bring them in here also. Add selected to graph. Probably have to reorder them just like we did before. maybe they're in the right order here already. I think they seem to be. Okay, that's nice. So then we just connect from here the output X, which is at the moment going into this joint, rotate X, we just connected into the real joint now instead. Okay, I put X into rotate X. First one, second one. Let's try this one more time. Not from the drawing, of course. Actually, let's move those out of the way too. going to delete them eventually anyway. you you you you you you you",
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"text": " Okay, now let's try to add this back into our rig. See what we have to do for that. So here we are with our rig and now we want to go here on our back and we want to remove the bend up, bend mid, bend low and replace it with the new variable band. So let's add our attributes here. Band doesn't like it. Attribute already exists. because we have multiple objects selected. So let's select just a body and create band, position, position, and falloff. Those were the three attributes that we need. And then let's connect. The quickest way would probably be just leave that control in there and rename it to something else. That's not a CTL. And then just connect those attributes up. But I want to make it clean. I don't want to have this extra control floating around there. So what I'm going to do in status, I'm just going to recreate those same connections with the body control. So I bring in my body control here, just through graph, addSelected to graph, and it's in there. And then I will try to replicate those connections. So we have the falloff went into the multiplier here, and it also went into one of those into the wide channel here, the second one. I think it will make it easier if we set this to a number. We're going to actually see what's going on here. We set to fault one. Now we can see where we added that. The first one was the negation and then the second one was straight connected up. So So let's connect that first. So I have it come from here instead, fall off to input x. Let replace that. And then we go into the plus minus nodes, fall off into the second one, right, fall off them. into second Y. Second Y. Second Y. Second Y. And the last one here. Second Y. Okay. I think I got all of them. They're not connected or coming not from here anymore. So we already have all this connected to rewrite control. Then we have to kind of continue here onwards. So don't think we have to connect anything to those guys, but we have to connect the bend into our input Y on these multiplier nodes. So let's connect those up. So bend goes into input. Actually not coming from here, now it has to come from here, right? So we swap those out. So bend goes into our first input 1x here, all those guys. 1x, I think we forgot one, this one here. Here we go. Now we can see now this node and this control is also not connected to any of these multipliers anymore either. So with the lag time we can move those up and those up, those are also done now. These are just with these remap nodes. And the remap nodes, they got the position. So all what we have to do is I go from position attribute into the input values here for those guys. So let's connect a position from here instead and then we're done. Almost position into the input values. Those guys. This one is connected. Let me just step through input value, input value, input. OK, so that means now this is not connected to anything anymore. We still see those lines with those, I think it was the unit convergence. But they're not going to those joints anymore, because instead we connected it from the multipliers directly here. So now we can basically delete the control. It's not driving anything anymore. The only thing that it still does is it's still, those joints are parented under it. So if I were to delete it, it will basically delete all these joints here as well. But what we wanna do instead is we wanna connect our FK joints to that anyway. So we don't want these joints around later on anymore. So let's pick our FK joints, our real FK joints in the rig. So it should be under body. And then FK spine here are all of our FK joints. So now we pick our nine FK joints. One, two, three, four, five, six, seven, eight, nine. We bring them in here also. Add selected to graph. Probably have to reorder them just like we did before. maybe they're in the right order here already. I think they seem to be. Okay, that's nice. So then we just connect from here the output X, which is at the moment going into this joint, rotate X, we just connected into the real joint now instead. Okay, I put X into rotate X. First one, second one. Let's try this one more time. Not from the drawing, of course. Actually, let's move those out of the way too. going to delete them eventually anyway. you you you you you you you"
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