Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week08 03 replacing ctrl shapes_frames.zip
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"text": " So let's say we want to change some of these control shapes. I had mentioned this before. Oftentimes it just goes in and I create some shapes just to have something in there that I can rig the character and get going. But let's say I don't like this shape anymore or this shape back here for example. Actually I don't like because I think I mentioned this before. It can be a little bit tricky to select. So if you're looking at this character from the front So let's say we want this character to walk towards us. Now we cannot really select a body control. If we want to apply a bend or some sort of spine movement that is not with these IK controls here, then we have a problem, right? We always have to kind of rotate the side, select it, rotate it back, and then we can animate. Or we have to go to a different view, select it, come back to this view, and then we have our bends that we can animate. Actually, these guys don't do anything. I think they were still there before we had the variable spine in there. So let's delete those guys, break. Don't need to see those anymore. Let's unlock this one and delete all of those. Delete attributes, here we go. That makes it a little bit more concise and easier to see these other attributes here too. So here we have our band now, we can animate a band. But then again, when we select it, deselect it, select something else, maybe the arm, then we always have to come back here. So I want to have a different body control here. That's what I call that different shape. But obviously, I want to keep all these attributes that I've already hooked up. So how can we do that? It's actually quite simple. It's just replacing the shape. And it's very simple or very similar to what we were doing, almost exactly the same, actually, what we were doing with these FK controls. So let's create our new shape that we like. So I'll go in here and I will create a new shape. Go to CV curve tool. And I'll use cubic here. and let's come in and hide everything for a second. That's our creating our new shape that we want. So I wanna create a shape that looks like, let's see. I wanna have errors, four errors, And I want to have, since we're in cubic mode, I want to have basically four arrows and then roundness in between and an arrow roundness and arrow roundness. So kind of mix between or circle with four arrows, essentially. Let's create that type of control. So because I'm in cubic, because of some rounded parts, I always need to add three points because we're in cubic three here. I have to add three points where I want to have sharp corners. So let's start with that using grid snapping. 1, 2, 3. 1, 2, 3. 1, 2, 3. 1, 2, 3. And then here is going to be 1. Here is going to be 1, 2, 3. One, two, three. A little. I'm going to go ahead and click on the top left corner of the screen. Okay, here we go. That's kind of what I'm after. Now let's see if we can make these a little bit different. So what I want to do with this is I want to translate them a little bit out here. making the whole thing a little bit bigger. Okay, then we can take these, actually here that should go one more. Then we can take these, scale them up. Maybe let's take these and translate them out. Do you know anything I made one mistake? This should go one more. Then we can take these, scale them up, maybe I'll take these even more out. It can do quite a lot with grid snapping here. Getting them into this desired form that you want. Maybe this is my new body control now. One that's easily selectable from all sides but not really a circle. So let's change that name to body to control and do the color coding on that one, on the shape that we have the color already in place. we position it where we want it to be. Show the whole character again. And we can actually parent it under the existing control, maybe, maybe not. What we can also do is just using snapping, just trying to think. Like probably, I think there was something that some of you guys have mentioned before. Maybe it was Niels or somebody else. But what you can probably do, or what you probably, I probably can't do, because I'm just moving the shapes here. I probably cannot take this and parent it under here and zero it out. I don't think this will work. It still ends up down here. So that is one of the downsides if you're not using orient groups and move these orient groups after controls, but move the controls directly and then freeze transforms like I did. You cannot use parenting it and zeroing it out. But it doesn't really matter too much here, because I can just take this and move it to the same position. So my body control is the pivot is down here. I think we put it between those two, if I remember correctly. So let's just snap this to one of these leg joints and then zero out the X here, then they should be in the same position or not, 100%. One of them is a little bit off. That also doesn't really matter that much. So let's freeze it in that position. Freeze. And then let's try to take the shape. So unparanet. I hope this will work now. might not work. So let's undo here first. Because what we really want is we want to actually keep these translations. So don't freeze it. Forget what I said. We want to keep that position where we have it. And we can freeze the scale though. Free scaling. And then unparrent. We want to keep that world translation in there. Now we take the shape, and we take the control, and then we should be able to say parent-r-s parent-r-s. And nope, that doesn't work. Because maybe we do have to freeze it after all. Freeze translation. Now I try it again. Taking the shape, taking the control parent-r-s, and then it's in the right position. Now what we did is essentially we have this empty transform here. We can delete that. Now we have our new control for the body. And if we click on this control or in the shape, it selects our body control. Now we have basically two controllers for the body. We have one, our new controller, and we have our old controller cylinder. But now we can take the old shape and delete that one. So if we reveal select, the body control and open this up, we have our old shape, which is that arrow back here. We have our new shape. So you can see you can also have multiple shapes if you want. But let's take the old one and delete it. Before we do that, though, I want to show you one more thing. If we select a control, usually we can use the down arrow key pick walking, and it will get us to the shape. And we can also see that if we select that, we can see here is the body, and here is the shape, and the near is the other shape. So if we now delete our first shape, and then we select only the new shape, now here we have our new shape here, body2, we can actually rename it to be body. But if we now come in here and we use our down arrow key for pick walking, you can see it now select the spine IK group instead of the shape. That is because that is the next one down here as the child. So if we want to move this up to where the previous shape node was, we have to reorder that. I don't think we can actually we can just drag and drop for some reason when I tried it earlier. It didn't work, but here it seems to be working with a middle mouse, drag and drop that up there. And now we should be able to select the control, hit the down arrow key for pick walking, and we get to the shape again if we need to get there. And then we can, for example, make fine tuning here if we want this to be a little bit smaller. We can on the shape just select the controls. On the shape, select the adverts or the CVs here. We kind of scaled this down a little bit. Now unfortunately we have these very, very close together in there, almost similar. But let's say this is our new body control. we have still our old attributes because we created these attributes not on the shape but on the transform so everything will still work exactly as expected only that we now have a new shape for our control and this is how we can basically now go in and replace other shapes as well so for example these guys if we wanted to turn them into something else I'll probably leave them though. The other thing that I also wanted to show is one item that I've already talked about in some of the feedbacks that I gave, which is at the moment here this middle controller is not really moving. So I think some of you or most of you might already have that in there now anyways, but I wanted to quickly do it on this character here as well so that we can have this middle guy always interpolate in IK mode that always stays kind of halfway between the hip controller and the chest controller. So it's very easy to do also. You can just find it, reveal selected, and we create a new group above that control and we call this m spine mid interpolate, for example, group. And we make sure that the pivots line up. So we bring the pivot of that group up to the same position where the control pivot is. That should be here on the joint. And this pivot goes up there as well. OK, so now they line up. And then what we can do is we can just use blend color nodes to blend the translation and the rotation of that one and of that one to the new interpolation group. So let's pick those two, let's pick our interpolation group, this and that, and that interpolation group, going to hyper shade, bring those in here. Now we want to blend from the chest and hips to the interpolation group, and then we need Blend color nodes, two of them. One for translation, one for rotation. That's going to be the rotation. And then here we connect translation again into color to translate down there. Oops, not color one, into color two. So now we have those two hooked up. And then this one goes into the rotation color two. We don't see these connections here because that's, again, unit conversion thing, which doesn't update right away. So we'd have to refresh this view first. But let's call those m spine mid interp rot blend color and the other one trans trans blend color and connect the translation output into translation of the interpolation group and the rotation into the rotation, rotation, blend color into rotation. Here we go. And now that should work. And we just leave the blender at 50% all the time. But now if we move this, we should see that the middle controller is always staying in the middle. When we translate and also when we rotate. And keep in mind that I haven't done any weights painting on the lower sk here yet. It's just a default still. Okay, we could also probably change these rotations here because this is mainly translation, right? Because it's IK. I wonder if I kind of attempted to change those to be some sort of not circles. Maybe let's try it. Let's create a... Not super important, but just to show one more time how we can replace those guys. So I'll use linear. I'll first create that controller. Let's hide this group. Let's create a linear one. Okay. Let's turn this back on. Change to color coding. it up. Move it into position. So the first one should be probably down here. Actually, this one seems to be down there. So let's move that into the same position and then the next one seems to be here. Let's take this, duplicate it. Okay, then duplicate that. I'll replace the one on top here. Close enough I guess. And then let's try to freeze them and see if that's the right thing to do. Freeze translation. And now let's try to replace them. Here I'm not going to bother renaming them. Just take this one, take the shape here, take the control, and run our parent-r-s command in mel. Parent-r-s. OK, so now we have that in here. If we select it, we get our hips control. And now we can delete the old one. But before we do, let's parent the other ones as well here. So we'll select that shape, this controller, Run our command. Then I'll select this shape, the shape, then our controller. Then run our command to print the shape under there. Then we have these empty transforms. We didn't need those anymore. We can delete those. Then we can select that and delete the old shapes under the chest. So that would be the old shape, the circle. Let's delete that one. and move that one up. I call this control shape and now this is our new shape here. Same thing here. Reveal selected. Let's delete the old shape. Move the new shape up and rename it. Shape. And same thing here. Reveal selected. Delete the old shape. Take the new shape, move it up. Seems to be only going one at a time. And we can rename that shape. All right. And now what we could do is we can change the size here a little bit of these guys. So does it probably want to keep that, I guess? These could maybe be a little bit shorter. This one could maybe be a little bit shorter. This one could also be a little bit shorter. And then what we could also do is scale the height of those guys. They don't need to be that high. It could be something like that, very, very short. And this one here as well. And that one as well. What I'm going to do here is I'm going to select the chest control, go pick walk down, down key and then go back into component mode and I should be able to just select DCVs, scale them down. Here we go. And now we have our new controllers, our new control shapes, but still the same behavior and everything.",
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"text": " So let's say we want to change some of these control shapes. I had mentioned this before. Oftentimes it just goes in and I create some shapes just to have something in there that I can rig the character and get going. But let's say I don't like this shape anymore or this shape back here for example. Actually I don't like because I think I mentioned this before. It can be a little bit tricky to select. So if you're looking at this character from the front So let's say we want this character to walk towards us. Now we cannot really select a body control. If we want to apply a bend or some sort of spine movement that is not with these IK controls here, then we have a problem, right? We always have to kind of rotate the side, select it, rotate it back, and then we can animate. Or we have to go to a different view, select it, come back to this view, and then we have our bends that we can animate. Actually, these guys don't do anything. I think they were still there before we had the variable spine in there. So let's delete those guys, break. Don't need to see those anymore. Let's unlock this one and delete all of those. Delete attributes, here we go. That makes it a little bit more concise and easier to see these other attributes here too. So here we have our band now, we can animate a band. But then again, when we select it, deselect it, select something else, maybe the arm, then we always have to come back here. So I want to have a different body control here. That's what I call that different shape. But obviously, I want to keep all these attributes that I've already hooked up. So how can we do that? It's actually quite simple. It's just replacing the shape. And it's very simple or very similar to what we were doing, almost exactly the same, actually, what we were doing with these FK controls. So let's create our new shape that we like. So I'll go in here and I will create a new shape. Go to CV curve tool. And I'll use cubic here. and let's come in and hide everything for a second. That's our creating our new shape that we want. So I wanna create a shape that looks like, let's see. I wanna have errors, four errors, And I want to have, since we're in cubic mode, I want to have basically four arrows and then roundness in between and an arrow roundness and arrow roundness. So kind of mix between or circle with four arrows, essentially. Let's create that type of control. So because I'm in cubic, because of some rounded parts, I always need to add three points because we're in cubic three here. I have to add three points where I want to have sharp corners. So let's start with that using grid snapping. 1, 2, 3. 1, 2, 3. 1, 2, 3. 1, 2, 3. And then here is going to be 1. Here is going to be 1, 2, 3. One, two, three. A little. I'm going to go ahead and click on the top left corner of the screen. Okay, here we go. That's kind of what I'm after. Now let's see if we can make these a little bit different. So what I want to do with this is I want to translate them a little bit out here. making the whole thing a little bit bigger. Okay, then we can take these, actually here that should go one more. Then we can take these, scale them up. Maybe let's take these and translate them out. Do you know anything I made one mistake? This should go one more. Then we can take these, scale them up, maybe I'll take these even more out. It can do quite a lot with grid snapping here. Getting them into this desired form that you want. Maybe this is my new body control now. One that's easily selectable from all sides but not really a circle. So let's change that name to body to control and do the color coding on that one, on the shape that we have the color already in place. we position it where we want it to be. Show the whole character again. And we can actually parent it under the existing control, maybe, maybe not. What we can also do is just using snapping, just trying to think. Like probably, I think there was something that some of you guys have mentioned before. Maybe it was Niels or somebody else. But what you can probably do, or what you probably, I probably can't do, because I'm just moving the shapes here. I probably cannot take this and parent it under here and zero it out. I don't think this will work. It still ends up down here. So that is one of the downsides if you're not using orient groups and move these orient groups after controls, but move the controls directly and then freeze transforms like I did. You cannot use parenting it and zeroing it out. But it doesn't really matter too much here, because I can just take this and move it to the same position. So my body control is the pivot is down here. I think we put it between those two, if I remember correctly. So let's just snap this to one of these leg joints and then zero out the X here, then they should be in the same position or not, 100%. One of them is a little bit off. That also doesn't really matter that much. So let's freeze it in that position. Freeze. And then let's try to take the shape. So unparanet. I hope this will work now. might not work. So let's undo here first. Because what we really want is we want to actually keep these translations. So don't freeze it. Forget what I said. We want to keep that position where we have it. And we can freeze the scale though. Free scaling. And then unparrent. We want to keep that world translation in there. Now we take the shape, and we take the control, and then we should be able to say parent-r-s parent-r-s. And nope, that doesn't work. Because maybe we do have to freeze it after all. Freeze translation. Now I try it again. Taking the shape, taking the control parent-r-s, and then it's in the right position. Now what we did is essentially we have this empty transform here. We can delete that. Now we have our new control for the body. And if we click on this control or in the shape, it selects our body control. Now we have basically two controllers for the body. We have one, our new controller, and we have our old controller cylinder. But now we can take the old shape and delete that one. So if we reveal select, the body control and open this up, we have our old shape, which is that arrow back here. We have our new shape. So you can see you can also have multiple shapes if you want. But let's take the old one and delete it. Before we do that, though, I want to show you one more thing. If we select a control, usually we can use the down arrow key pick walking, and it will get us to the shape. And we can also see that if we select that, we can see here is the body, and here is the shape, and the near is the other shape. So if we now delete our first shape, and then we select only the new shape, now here we have our new shape here, body2, we can actually rename it to be body. But if we now come in here and we use our down arrow key for pick walking, you can see it now select the spine IK group instead of the shape. That is because that is the next one down here as the child. So if we want to move this up to where the previous shape node was, we have to reorder that. I don't think we can actually we can just drag and drop for some reason when I tried it earlier. It didn't work, but here it seems to be working with a middle mouse, drag and drop that up there. And now we should be able to select the control, hit the down arrow key for pick walking, and we get to the shape again if we need to get there. And then we can, for example, make fine tuning here if we want this to be a little bit smaller. We can on the shape just select the controls. On the shape, select the adverts or the CVs here. We kind of scaled this down a little bit. Now unfortunately we have these very, very close together in there, almost similar. But let's say this is our new body control. we have still our old attributes because we created these attributes not on the shape but on the transform so everything will still work exactly as expected only that we now have a new shape for our control and this is how we can basically now go in and replace other shapes as well so for example these guys if we wanted to turn them into something else I'll probably leave them though. The other thing that I also wanted to show is one item that I've already talked about in some of the feedbacks that I gave, which is at the moment here this middle controller is not really moving. So I think some of you or most of you might already have that in there now anyways, but I wanted to quickly do it on this character here as well so that we can have this middle guy always interpolate in IK mode that always stays kind of halfway between the hip controller and the chest controller. So it's very easy to do also. You can just find it, reveal selected, and we create a new group above that control and we call this m spine mid interpolate, for example, group. And we make sure that the pivots line up. So we bring the pivot of that group up to the same position where the control pivot is. That should be here on the joint. And this pivot goes up there as well. OK, so now they line up. And then what we can do is we can just use blend color nodes to blend the translation and the rotation of that one and of that one to the new interpolation group. So let's pick those two, let's pick our interpolation group, this and that, and that interpolation group, going to hyper shade, bring those in here. Now we want to blend from the chest and hips to the interpolation group, and then we need Blend color nodes, two of them. One for translation, one for rotation. That's going to be the rotation. And then here we connect translation again into color to translate down there. Oops, not color one, into color two. So now we have those two hooked up. And then this one goes into the rotation color two. We don't see these connections here because that's, again, unit conversion thing, which doesn't update right away. So we'd have to refresh this view first. But let's call those m spine mid interp rot blend color and the other one trans trans blend color and connect the translation output into translation of the interpolation group and the rotation into the rotation, rotation, blend color into rotation. Here we go. And now that should work. And we just leave the blender at 50% all the time. But now if we move this, we should see that the middle controller is always staying in the middle. When we translate and also when we rotate. And keep in mind that I haven't done any weights painting on the lower sk here yet. It's just a default still. Okay, we could also probably change these rotations here because this is mainly translation, right? Because it's IK. I wonder if I kind of attempted to change those to be some sort of not circles. Maybe let's try it. Let's create a... Not super important, but just to show one more time how we can replace those guys. So I'll use linear. I'll first create that controller. Let's hide this group. Let's create a linear one. Okay. Let's turn this back on. Change to color coding. it up. Move it into position. So the first one should be probably down here. Actually, this one seems to be down there. So let's move that into the same position and then the next one seems to be here. Let's take this, duplicate it. Okay, then duplicate that. I'll replace the one on top here. Close enough I guess. And then let's try to freeze them and see if that's the right thing to do. Freeze translation. And now let's try to replace them. Here I'm not going to bother renaming them. Just take this one, take the shape here, take the control, and run our parent-r-s command in mel. Parent-r-s. OK, so now we have that in here. If we select it, we get our hips control. And now we can delete the old one. But before we do, let's parent the other ones as well here. So we'll select that shape, this controller, Run our command. Then I'll select this shape, the shape, then our controller. Then run our command to print the shape under there. Then we have these empty transforms. We didn't need those anymore. We can delete those. Then we can select that and delete the old shapes under the chest. So that would be the old shape, the circle. Let's delete that one. and move that one up. I call this control shape and now this is our new shape here. Same thing here. Reveal selected. Let's delete the old shape. Move the new shape up and rename it. Shape. And same thing here. Reveal selected. Delete the old shape. Take the new shape, move it up. Seems to be only going one at a time. And we can rename that shape. All right. And now what we could do is we can change the size here a little bit of these guys. So does it probably want to keep that, I guess? These could maybe be a little bit shorter. This one could maybe be a little bit shorter. This one could also be a little bit shorter. And then what we could also do is scale the height of those guys. They don't need to be that high. It could be something like that, very, very short. And this one here as well. And that one as well. What I'm going to do here is I'm going to select the chest control, go pick walk down, down key and then go back into component mode and I should be able to just select DCVs, scale them down. Here we go. And now we have our new controllers, our new control shapes, but still the same behavior and everything."
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