Add transcription for: week01 02 analysing some free rigs pt1.wav
Browse files
transcriptions/week01 02 analysing some free rigs pt1_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " Hello, so here what I want to do is a reference in a couple of rakes from the internet that you can download for free. And I want to just analyze those rakes a little bit and you know like it's always helpful looking at other people's work and other people's rakes to learn from them, you know, both in the things that you like about those rakes and the things that you don't like or that might not work so well. And here these are from very, very different people, and uploaded online for people to download, mainly for animation practice. But we can also take advantage of that and look at those ricks and how they're done and how they work and things like that. So the first thing that you will notice here is that there are some similarities between those rigs and then some differences. For example, the differences, you know, the most obvious one being that most, or they're at very different scales, right? So this is maybe something that's important if you work in a bigger company, that you want to make sure that all your characters have the same size and all your rigs have the same size, all your models. So let's see if we can scale some of these rigs up a little bit, and I have to admit I haven't played with all of them myself. So for example here, you know, and I think it helps, you know, also for you guys to just download a few of those rigs or other rigs and play with them if you haven't already, or even if you have, you know, still playing with these rigs and using them will kind of tell you how intuitive they are, especially if it's ricks from other people. So for example, here, I would expect a control to be able to scale up the whole character if I want to make them all the same size. But with this Spider-Man rick here, I don't seem to be able to do that. At least not on this control. We have a control to move everything around. It's called master icon. And then we can rotate it. So that's all good, and everything is following. But I'm missing the scaling abilities. I can't even bring it up to the same size as the others. Here with this one, let's see. I also don't have to scale. The scale is locked here. I can only translate it and rotate it. And you will already notice a difference here in terms of speed, or at least I'm noticing the difference when I'm playing with that. That does it significantly slower than the Spider-Man rig. Here we have a master scale, however. So we can see if we can make this smaller. And we can. So we can actually bring this guy down to the size of the Spider-Man if we wanted to. But since most of them are big, I actually want to scale smaller ones up. So let's try this one here. See if we can do it here. Here is a scale y exposed. So we don't have scale x or z, but we have scale y. So that is something that we can use to scale the whole character up. Let's try to bring it to the approximately the same size as these other guys. So this is great. You want to be able to have a scalable rig. It's already something that we can tell from this little exercise here. And this one I'll also try to scale up. So here we have all three channels exposed. So we can scale him sideways, we can scale him forward, backward, we can scale him upwards, or we can obviously use all three to scale the whole character up. Now, this is probably the most common thing that you want to do, scaling the whole character up. But sometimes it can be useful being able to squish the character or something like that, if you have a cartoony rig, for example. However, here you can see some some weird things happening. So if I scale him inside, there's also something that doesn't seem to be working properly. And again, I don't know, you know, these people that created those rigs, I don't know what their intentions were if they intended those controls to work that way. But me playing Animator right now, you know, I don't know anything about this rig, I just open it fresh. And I'm starting to play with it and trying to to get a feel for how it works and what I can do and what I can't do. So I'm trying to learn this rig right now. So if we scale it in, we can see that his arms are kind of shrinking down for whatever reason. Which I'm not 100% sure if that is intended or not, or if this is a good thing or not. I would probably say it's not a good thing. I want to be able to just shrink the character down. But again, this is probably a control that's very, very rarely used. So most of the time we just want to scale the character up or down globally. And let's move it. Also another good test or something that your rig should be able to do is you should be able to translate the whole character around and rotate it without anything staying behind or going off to the side or something like that. We do want to be able to have a translation rotation and ideally also scale. And I'm saying ideally, I mean, I would definitely want to have scale in the rigs that I'm creating. As you can see, now this guy, he stays small because there doesn't seem to be a control. Maybe it's hidden somewhere else, but I can't see it easily here, so I assume that there is no scale on this one. Maybe we can try to scale this one up a little bit too. There is no global scale, but there is a char scale, so a custom attribute that we can try to use, see what happens. And I think I used this rig actually before a little bit, and it's painfully slow, and it's also maybe something that we can learn from this. So if I set it to 2, we have to wait, and then it kind of like does something, so it's very, very slow. Okay, let's move this over, and let's move this little guy also over a little bit. I'm probably not going to look too much at him because he's so tiny now. But with these other rigs open here, if you just look through them, again, we can see a couple of differences here and a couple of similarities. The differences are the pose of the model, right, or the default pose that it comes in. Most of these guys, they have a T pose, and there are only these two, I guess, that have an A pose. I just realized I forgot to scale up this one because he's also so tiny. So let's try to do this here too. Here we also have scale x, y, z. So I like that. And you can also see it's quite fast as opposed to the other character here. Let's make him also a little bit bigger. So just by looking at these different rigs, most of them are in T-Pose. And then we have these two which are in more of an A pose or with the arms slightly bent down. Apart from that, they're all kind of standing straight. They all have their feet forward straight. We don't see anything where the feet are kind of like, you know, model to the side or something like that, which makes it easier to rig if we have the feet pointing straight forward. So these are actually here we have an example of a character where the feet are raked or modeled slightly pointing outside. And I think that there are a couple of issues with this rig, depending on how it is rigged. But I think it will be a lot easier having the feet be modeled forward. So this is just in terms of the pose or in terms of the rig, which most of these characters share. And then if we look at the controls here, at least the controls that are visible by default, how it comes in. There are also a couple of similarities. Most of the characters, or actually all of them, I think, have like a master all control. They might be called something different. So here we have STW root CTRL, then we have something Matilda root CTRL, so that's the same. Here we have bony main CNT. And then we have anim underscore a la global move 01. So in terms of naming, there are some differences. In terms of shapes, there are some differences here. We have suma ac cn master. So I assume that CN stands for control here. And here we have package man, what does it say? package man controller. And now we have all anim. So different shapes, different colors. You know, looking at this, it almost feels to me as if these two were inspired by each other. Or maybe I assume that this rig was probably done after that rig or vice versa. Or maybe even by the same person. Because the controllers and everything, it looks very, very similar if you look at that. Like this wiggly shape here looks quite similar, and especially here, like that all controllers round and gray and these controllers are very similar. Might have been done by the same person or inspired. Here we have something, also circle different shapes. Another similarity or difference also, however you wanna look at it, are colors. Okay, so most of these have actually yellow in their controls, and usually yellow is used for central controls, for controls that are not on the right side and not on the left side. And then we have, it's split up for most of these rigs anyway, between right side controls and left side controls. So right, one color, left, the other color. Most of these rigs have actually red on the right side, the character's right side, and blue on the characters left side. There are some or two rigs here actually that have green, which is also a good color, but what you can see here from these colors is that there are always are usually pretty bright colors. We have a couple of different colors that we can choose for our rigs, but these are the most common ones, either that bright blue or bright red, bright yellow, and then the bright green perhaps, those are four colors that we can use. There are some additional colors here for example in this guy there is the light blue which is also a good color for control and there is a darker green here which you know we can use and a darker red. The thing with those colors is this kind of two things first. You want to make sure that these colors or these icons are visible even you know from far away that they're not getting like hidden away with you know especially if you view, for example, a wireframe or something that you don't confuse it, it has the same color as the wireframe, as you probably don't want to have any black controls, you probably don't want to have any blue controls. Also, here, I think this is a little bit dangerous too, having white in here, because it looks as if it's already selected. If we select two controls, the first or previous ones that were selected by default, they will turn white. that this already looks like it is selected. If I now move it around, only this will move, but this won't because obviously we haven't selected it yet. So it can be confusing for the animators knowing did I select it or not, if the control is already white. So now I have it selected. It didn't really change color. And now I move both because now I have it actually selected, and then I selected that one. So these are a few things that we can learn just from looking at these rigs here. And we haven't even started playing with them yet, just by looking at them. And then the next step would be kind of going in and playing with these controls and seeing how intuitive they feel because I think this is something that's also important for rigs. You always want to keep the person who is using those rigs in mind and that's usually the animator or animators if you work in a big company. If this is just a rig that you're creating for yourself, play with or practice with, it's probably not that important. But most of the times, especially in bigger companies or even in smaller companies, there is a split between rigors and animators. So we as rigors, we are creating those rigs. We're the puppet makers. But then those rigs are being used by somebody else to animate with. And you want to have it as intuitive as possible so that even without explaining a whole lot, animators should be able to go in and learn the rig pretty quickly, especially if they haven't used it before. And in big companies, it's also important that all the rigs are the same. So here you can see some major differences in terms of controls and all the stuff. Obviously, done by different people with different backgrounds, in different contexts, and everything, contexts, and everything. But let's try to play a little bit with this. So here I think we also have a global scale. Here what we can see is we have, again, this is how it comes in, you know, straight from the internet. Just referenced in all these rigs. And here we have a con, this is pretty advanced rig, but we're not going to create something like that. But this has abilities to, I believe, change, that's why it's called Morpheus, to change certain shapes and body parts and so on. So for example, you know, you can make him bigger or fatter and stuff like that. It's meant for animators to be highly customizable, so they can turn this into a woman, for example, or into a bigger character, a smaller character, and so on and so forth. So I'll try to see if we can hide that UI somehow. Probably here, hide. Here we go. Now we're just looking at those rigs for now and their functionality. This also is an interesting character. It's been around for quite some time. It was actually done by a friend of mine and a former coworker from Dreamworks. But it was done, I think, in 2000 or 2003. So it's been around quite a long time, still holding up. The interesting thing about this one is when it comes in for animators, it comes in without any controls here. So you're like, OK, where do I click? Where do I select? And here, everything is turned off by default. So we have this master control or package man controller. And we have another controller in here where we can turn on certain things. at the moment everything is turned off. So if I switched all these guys to on, then we can see now these controls are showing up. So we have switches to turn certain things on and off, which might help the animators by making it less convoluted. So if you see a rig like this, for example, with a lot of controls on all at the same time, it might get a little bit confusing for animators because I mean, if they're intuitive, then it's probably fine, but sometimes it can be a little bit scary having all these controls. And what does this one do? What does that one do? And what's the difference between this and this without playing with it? So what I usually like to do is I usually like to keep it fairly simple. So maybe something like this here. This looks pretty clean to me. Having very few controls and then the ability to turn on secondary controls or additional layers of controls. once animators are familiar with the base functionality, then they can, like for refining and stuff like that, they can turn on additional animators. I think this is also a pretty simple rig, but very, very effective because it's not too many controls here. And the same idea here applies to the package man. By default, you can have a certain set of controls being turned on that you use most of the time, like for example, arm controls and so on. And then later on, you can turn on more controls. Here with this guy, probably there are abilities to hide certain controls here as well, just not sure where, but I would probably hide those bendy controllers here because I don't think that animators need to have them right away. I think first they would start posing the arm, you know, and then, you know, do their base animation, their main animation, and then they come in and they can refine it by, you know, applying some bend or some curvature here to these arms. So those for me are secondary controllers, I would hide them by default when the animator opens the rig.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " Hello, so here what I want to do is a reference in a couple of rakes from the internet that you can download for free. And I want to just analyze those rakes a little bit and you know like it's always helpful looking at other people's work and other people's rakes to learn from them, you know, both in the things that you like about those rakes and the things that you don't like or that might not work so well. And here these are from very, very different people, and uploaded online for people to download, mainly for animation practice. But we can also take advantage of that and look at those ricks and how they're done and how they work and things like that. So the first thing that you will notice here is that there are some similarities between those rigs and then some differences. For example, the differences, you know, the most obvious one being that most, or they're at very different scales, right? So this is maybe something that's important if you work in a bigger company, that you want to make sure that all your characters have the same size and all your rigs have the same size, all your models. So let's see if we can scale some of these rigs up a little bit, and I have to admit I haven't played with all of them myself. So for example here, you know, and I think it helps, you know, also for you guys to just download a few of those rigs or other rigs and play with them if you haven't already, or even if you have, you know, still playing with these rigs and using them will kind of tell you how intuitive they are, especially if it's ricks from other people. So for example, here, I would expect a control to be able to scale up the whole character if I want to make them all the same size. But with this Spider-Man rick here, I don't seem to be able to do that. At least not on this control. We have a control to move everything around. It's called master icon. And then we can rotate it. So that's all good, and everything is following. But I'm missing the scaling abilities. I can't even bring it up to the same size as the others. Here with this one, let's see. I also don't have to scale. The scale is locked here. I can only translate it and rotate it. And you will already notice a difference here in terms of speed, or at least I'm noticing the difference when I'm playing with that. That does it significantly slower than the Spider-Man rig. Here we have a master scale, however. So we can see if we can make this smaller. And we can. So we can actually bring this guy down to the size of the Spider-Man if we wanted to. But since most of them are big, I actually want to scale smaller ones up. So let's try this one here. See if we can do it here. Here is a scale y exposed. So we don't have scale x or z, but we have scale y. So that is something that we can use to scale the whole character up. Let's try to bring it to the approximately the same size as these other guys. So this is great. You want to be able to have a scalable rig. It's already something that we can tell from this little exercise here. And this one I'll also try to scale up. So here we have all three channels exposed. So we can scale him sideways, we can scale him forward, backward, we can scale him upwards, or we can obviously use all three to scale the whole character up. Now, this is probably the most common thing that you want to do, scaling the whole character up. But sometimes it can be useful being able to squish the character or something like that, if you have a cartoony rig, for example. However, here you can see some some weird things happening. So if I scale him inside, there's also something that doesn't seem to be working properly. And again, I don't know, you know, these people that created those rigs, I don't know what their intentions were if they intended those controls to work that way. But me playing Animator right now, you know, I don't know anything about this rig, I just open it fresh. And I'm starting to play with it and trying to to get a feel for how it works and what I can do and what I can't do. So I'm trying to learn this rig right now. So if we scale it in, we can see that his arms are kind of shrinking down for whatever reason. Which I'm not 100% sure if that is intended or not, or if this is a good thing or not. I would probably say it's not a good thing. I want to be able to just shrink the character down. But again, this is probably a control that's very, very rarely used. So most of the time we just want to scale the character up or down globally. And let's move it. Also another good test or something that your rig should be able to do is you should be able to translate the whole character around and rotate it without anything staying behind or going off to the side or something like that. We do want to be able to have a translation rotation and ideally also scale. And I'm saying ideally, I mean, I would definitely want to have scale in the rigs that I'm creating. As you can see, now this guy, he stays small because there doesn't seem to be a control. Maybe it's hidden somewhere else, but I can't see it easily here, so I assume that there is no scale on this one. Maybe we can try to scale this one up a little bit too. There is no global scale, but there is a char scale, so a custom attribute that we can try to use, see what happens. And I think I used this rig actually before a little bit, and it's painfully slow, and it's also maybe something that we can learn from this. So if I set it to 2, we have to wait, and then it kind of like does something, so it's very, very slow. Okay, let's move this over, and let's move this little guy also over a little bit. I'm probably not going to look too much at him because he's so tiny now. But with these other rigs open here, if you just look through them, again, we can see a couple of differences here and a couple of similarities. The differences are the pose of the model, right, or the default pose that it comes in. Most of these guys, they have a T pose, and there are only these two, I guess, that have an A pose. I just realized I forgot to scale up this one because he's also so tiny. So let's try to do this here too. Here we also have scale x, y, z. So I like that. And you can also see it's quite fast as opposed to the other character here. Let's make him also a little bit bigger. So just by looking at these different rigs, most of them are in T-Pose. And then we have these two which are in more of an A pose or with the arms slightly bent down. Apart from that, they're all kind of standing straight. They all have their feet forward straight. We don't see anything where the feet are kind of like, you know, model to the side or something like that, which makes it easier to rig if we have the feet pointing straight forward. So these are actually here we have an example of a character where the feet are raked or modeled slightly pointing outside. And I think that there are a couple of issues with this rig, depending on how it is rigged. But I think it will be a lot easier having the feet be modeled forward. So this is just in terms of the pose or in terms of the rig, which most of these characters share. And then if we look at the controls here, at least the controls that are visible by default, how it comes in. There are also a couple of similarities. Most of the characters, or actually all of them, I think, have like a master all control. They might be called something different. So here we have STW root CTRL, then we have something Matilda root CTRL, so that's the same. Here we have bony main CNT. And then we have anim underscore a la global move 01. So in terms of naming, there are some differences. In terms of shapes, there are some differences here. We have suma ac cn master. So I assume that CN stands for control here. And here we have package man, what does it say? package man controller. And now we have all anim. So different shapes, different colors. You know, looking at this, it almost feels to me as if these two were inspired by each other. Or maybe I assume that this rig was probably done after that rig or vice versa. Or maybe even by the same person. Because the controllers and everything, it looks very, very similar if you look at that. Like this wiggly shape here looks quite similar, and especially here, like that all controllers round and gray and these controllers are very similar. Might have been done by the same person or inspired. Here we have something, also circle different shapes. Another similarity or difference also, however you wanna look at it, are colors. Okay, so most of these have actually yellow in their controls, and usually yellow is used for central controls, for controls that are not on the right side and not on the left side. And then we have, it's split up for most of these rigs anyway, between right side controls and left side controls. So right, one color, left, the other color. Most of these rigs have actually red on the right side, the character's right side, and blue on the characters left side. There are some or two rigs here actually that have green, which is also a good color, but what you can see here from these colors is that there are always are usually pretty bright colors. We have a couple of different colors that we can choose for our rigs, but these are the most common ones, either that bright blue or bright red, bright yellow, and then the bright green perhaps, those are four colors that we can use. There are some additional colors here for example in this guy there is the light blue which is also a good color for control and there is a darker green here which you know we can use and a darker red. The thing with those colors is this kind of two things first. You want to make sure that these colors or these icons are visible even you know from far away that they're not getting like hidden away with you know especially if you view, for example, a wireframe or something that you don't confuse it, it has the same color as the wireframe, as you probably don't want to have any black controls, you probably don't want to have any blue controls. Also, here, I think this is a little bit dangerous too, having white in here, because it looks as if it's already selected. If we select two controls, the first or previous ones that were selected by default, they will turn white. that this already looks like it is selected. If I now move it around, only this will move, but this won't because obviously we haven't selected it yet. So it can be confusing for the animators knowing did I select it or not, if the control is already white. So now I have it selected. It didn't really change color. And now I move both because now I have it actually selected, and then I selected that one. So these are a few things that we can learn just from looking at these rigs here. And we haven't even started playing with them yet, just by looking at them. And then the next step would be kind of going in and playing with these controls and seeing how intuitive they feel because I think this is something that's also important for rigs. You always want to keep the person who is using those rigs in mind and that's usually the animator or animators if you work in a big company. If this is just a rig that you're creating for yourself, play with or practice with, it's probably not that important. But most of the times, especially in bigger companies or even in smaller companies, there is a split between rigors and animators. So we as rigors, we are creating those rigs. We're the puppet makers. But then those rigs are being used by somebody else to animate with. And you want to have it as intuitive as possible so that even without explaining a whole lot, animators should be able to go in and learn the rig pretty quickly, especially if they haven't used it before. And in big companies, it's also important that all the rigs are the same. So here you can see some major differences in terms of controls and all the stuff. Obviously, done by different people with different backgrounds, in different contexts, and everything, contexts, and everything. But let's try to play a little bit with this. So here I think we also have a global scale. Here what we can see is we have, again, this is how it comes in, you know, straight from the internet. Just referenced in all these rigs. And here we have a con, this is pretty advanced rig, but we're not going to create something like that. But this has abilities to, I believe, change, that's why it's called Morpheus, to change certain shapes and body parts and so on. So for example, you know, you can make him bigger or fatter and stuff like that. It's meant for animators to be highly customizable, so they can turn this into a woman, for example, or into a bigger character, a smaller character, and so on and so forth. So I'll try to see if we can hide that UI somehow. Probably here, hide. Here we go. Now we're just looking at those rigs for now and their functionality. This also is an interesting character. It's been around for quite some time. It was actually done by a friend of mine and a former coworker from Dreamworks. But it was done, I think, in 2000 or 2003. So it's been around quite a long time, still holding up. The interesting thing about this one is when it comes in for animators, it comes in without any controls here. So you're like, OK, where do I click? Where do I select? And here, everything is turned off by default. So we have this master control or package man controller. And we have another controller in here where we can turn on certain things. at the moment everything is turned off. So if I switched all these guys to on, then we can see now these controls are showing up. So we have switches to turn certain things on and off, which might help the animators by making it less convoluted. So if you see a rig like this, for example, with a lot of controls on all at the same time, it might get a little bit confusing for animators because I mean, if they're intuitive, then it's probably fine, but sometimes it can be a little bit scary having all these controls. And what does this one do? What does that one do? And what's the difference between this and this without playing with it? So what I usually like to do is I usually like to keep it fairly simple. So maybe something like this here. This looks pretty clean to me. Having very few controls and then the ability to turn on secondary controls or additional layers of controls. once animators are familiar with the base functionality, then they can, like for refining and stuff like that, they can turn on additional animators. I think this is also a pretty simple rig, but very, very effective because it's not too many controls here. And the same idea here applies to the package man. By default, you can have a certain set of controls being turned on that you use most of the time, like for example, arm controls and so on. And then later on, you can turn on more controls. Here with this guy, probably there are abilities to hide certain controls here as well, just not sure where, but I would probably hide those bendy controllers here because I don't think that animators need to have them right away. I think first they would start posing the arm, you know, and then, you know, do their base animation, their main animation, and then they come in and they can refine it by, you know, applying some bend or some curvature here to these arms. So those for me are secondary controllers, I would hide them by default when the animator opens the rig."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|