Add transcription for: week04 09 ik ribbon spine blend for volume preservation and clean up.wav
Browse files
transcriptions/week04 09 ik ribbon spine blend for volume preservation and clean up_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " Now, what we have is we have our Squash and Stretch of Volume Preservation and our color feedback. Sometimes it's good to give the animator the ability to kind of like blend off the amount of Squash and Stretch that they're getting. So perhaps that's too much, perhaps they want a little bit less or so. So we want to give them a control to be able to do that or even blend it off completely. So the way that we can do that is we know that everything is kind of originating or driven by the distance between the hips and the chest controller here. So with that distance we're then going into the ratio multiplier to kind of say, okay, if this bind is not stretched and not squashed, then the ratio will be 1, and if it's twice the length, it will be 2, and if it's half the length, it will be 0.5. we had the ratio multiplied by node 4. So that's this node right here. And if we don't have it anymore, so for example, if we clear the graph or we close my and reopen it, if we want to get back to it, we can always go back to it from the utilities. And I apologize that I have all these extra eyebrow stuff in there, but you probably won't have that on yours. But we have to search for our multiply or mid-spine ratio. So it's good that we named it. So we'll bring that down here, and then we have it again. So now what we want to do is we want to show the output connections from here, so where it's going from there. So we select this node, and we show all the output connections from there. So if we look at this a little bit closer, we can see that we have those remap values that it goes into for scaling those joints. Then we have our color feedback here. That's what's responsible here. going on there, what we just did. And then we have some more joint scaling going on here, some more joint scaling going on here, and some more joint scaling going on here. Let's move those color feedback set up out of the way. We're more interested in turning off the scaling of those joints per attribute or if we don't want it. So probably the easiest way would be to just add something in between here. And there are a couple of different ways how you could solve that. I think the easiest way is probably with a blend color node. So if we're adding a blend color node in here, we basically have two sets of attributes or values, not necessarily only color. We can connect anything that we want to it. And then we have a blend attribute there. We can blend between one set of attributes and the other set of attributes. Now if we turn this ratio output into, for example, the first slot here. Okay, so output of the ratio goes into Blender color 1, or Blend Color Color 1R. Okay, so this is going to be the live connection, so as we squash and stretch, this is going to change. In the other one, I'm going to put one here. And now basically we can blend between the live value and the hard coded value of one. Okay, and we connect the output of that now to these remap input values. Let's see that. So output R goes into input value. Here it goes into input value, input value. And the last one here, input value. Here we go. We leave the color feedback alone as it is. Now we've added that blender in here. And now if we are changing the blend factor, so if we set it to zero, you can see that we're not getting any volume preservation. And if we're setting it to one, we get the full volume preservation that we set up with our remap nodes. And then we can blend how much volume preservation we actually want. So we can basically give that as an attribute to the animators to be able to kind of turn off the volume preservation or turn it back on or set it to 0.5 or whatever. So let's add that attribute maybe to the body control here. Let's create a new separator here first, perhaps. So we already used 10 underscore, so let's use 11 here. Then we will lock this attribute and then we will create another attribute that we call volume press or volume preservation or just volume. I'm not sure, I just don't want it to be super long, that's why I'm kind of hesitant to call it volume preservation. Let's call it that. We can always rename it if we have to. And let's set it between 0 and 1. Let's put the default to 1. And then let's connect that volume preservation attribute now to our blender on this blend color node. So I'll add the control, the body control in here, graph, add, select it, and then we connect this up from the volume preservation attribute to the blender. And now the animators can basically come here and they can say, oh, this is too much, you know, volume preservation for me, so I'll just dial it down or set it even to zero, maybe I want 50% and now they will have 50% here of volume preservation. And then it can come in here and it can animate that if they want. It said, oh, I want a little bit more or a little bit less. So very, very easy how we can actually turn that off just by inserting another node into it. I will name this blend color node also for later purposes so that we can know what it's called, what it's for. So let's call this M spine a volume preservation on, off blend color, perhaps. OK, so then the last thing here for this for this IK spine, I would like to do a little bit of a cleanup pass here, just going through it, seeing what we have in the outliner and if we need to parent it somewhere else. So we have these cubes here, or at least one cube. I think we didn't parent that to anything. So I think we can probably get rid of those, or at least hide them. I don't think that animators need to see them necessarily. So I'll just delete them. We're just for making it a little bit more visual. What's going on? So I'll delete them, clean that up. And then I have this distance dimension node here that's floating around. So we should probably at least parent it under the rig group that's cleaned up. We also still have our FK joints in here that we're at the moment not using for anything, but I want to use them later on to show you a couple of other things with FK spine. And so I'll leave them in here for now. And what we can do, you know, just that we don't have to just floating under the rig group, we can maybe start a new group here, just take this distance I mentioned and call this M don't move. Because that's stuff that, you know, we're not going to move around. have the all mover that's going to move always. And then we have other stuff that we don't want to necessarily move around. And we can hide that hold on move group. Okay, just so that it's a little bit clearer cleaner. And then it's going to hide the distance I mentioned, whatever we might put on under it later on as well. It's kind of like our catch all extra stuff group here. So I think that's probably already it in terms of cleanup. One thing that we have to remember to do is now that we're done with the setup we want to break our animation here or delete our keyframes. Break connections. And then we can save that and we're done with our IK spine.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " Now, what we have is we have our Squash and Stretch of Volume Preservation and our color feedback. Sometimes it's good to give the animator the ability to kind of like blend off the amount of Squash and Stretch that they're getting. So perhaps that's too much, perhaps they want a little bit less or so. So we want to give them a control to be able to do that or even blend it off completely. So the way that we can do that is we know that everything is kind of originating or driven by the distance between the hips and the chest controller here. So with that distance we're then going into the ratio multiplier to kind of say, okay, if this bind is not stretched and not squashed, then the ratio will be 1, and if it's twice the length, it will be 2, and if it's half the length, it will be 0.5. we had the ratio multiplied by node 4. So that's this node right here. And if we don't have it anymore, so for example, if we clear the graph or we close my and reopen it, if we want to get back to it, we can always go back to it from the utilities. And I apologize that I have all these extra eyebrow stuff in there, but you probably won't have that on yours. But we have to search for our multiply or mid-spine ratio. So it's good that we named it. So we'll bring that down here, and then we have it again. So now what we want to do is we want to show the output connections from here, so where it's going from there. So we select this node, and we show all the output connections from there. So if we look at this a little bit closer, we can see that we have those remap values that it goes into for scaling those joints. Then we have our color feedback here. That's what's responsible here. going on there, what we just did. And then we have some more joint scaling going on here, some more joint scaling going on here, and some more joint scaling going on here. Let's move those color feedback set up out of the way. We're more interested in turning off the scaling of those joints per attribute or if we don't want it. So probably the easiest way would be to just add something in between here. And there are a couple of different ways how you could solve that. I think the easiest way is probably with a blend color node. So if we're adding a blend color node in here, we basically have two sets of attributes or values, not necessarily only color. We can connect anything that we want to it. And then we have a blend attribute there. We can blend between one set of attributes and the other set of attributes. Now if we turn this ratio output into, for example, the first slot here. Okay, so output of the ratio goes into Blender color 1, or Blend Color Color 1R. Okay, so this is going to be the live connection, so as we squash and stretch, this is going to change. In the other one, I'm going to put one here. And now basically we can blend between the live value and the hard coded value of one. Okay, and we connect the output of that now to these remap input values. Let's see that. So output R goes into input value. Here it goes into input value, input value. And the last one here, input value. Here we go. We leave the color feedback alone as it is. Now we've added that blender in here. And now if we are changing the blend factor, so if we set it to zero, you can see that we're not getting any volume preservation. And if we're setting it to one, we get the full volume preservation that we set up with our remap nodes. And then we can blend how much volume preservation we actually want. So we can basically give that as an attribute to the animators to be able to kind of turn off the volume preservation or turn it back on or set it to 0.5 or whatever. So let's add that attribute maybe to the body control here. Let's create a new separator here first, perhaps. So we already used 10 underscore, so let's use 11 here. Then we will lock this attribute and then we will create another attribute that we call volume press or volume preservation or just volume. I'm not sure, I just don't want it to be super long, that's why I'm kind of hesitant to call it volume preservation. Let's call it that. We can always rename it if we have to. And let's set it between 0 and 1. Let's put the default to 1. And then let's connect that volume preservation attribute now to our blender on this blend color node. So I'll add the control, the body control in here, graph, add, select it, and then we connect this up from the volume preservation attribute to the blender. And now the animators can basically come here and they can say, oh, this is too much, you know, volume preservation for me, so I'll just dial it down or set it even to zero, maybe I want 50% and now they will have 50% here of volume preservation. And then it can come in here and it can animate that if they want. It said, oh, I want a little bit more or a little bit less. So very, very easy how we can actually turn that off just by inserting another node into it. I will name this blend color node also for later purposes so that we can know what it's called, what it's for. So let's call this M spine a volume preservation on, off blend color, perhaps. OK, so then the last thing here for this for this IK spine, I would like to do a little bit of a cleanup pass here, just going through it, seeing what we have in the outliner and if we need to parent it somewhere else. So we have these cubes here, or at least one cube. I think we didn't parent that to anything. So I think we can probably get rid of those, or at least hide them. I don't think that animators need to see them necessarily. So I'll just delete them. We're just for making it a little bit more visual. What's going on? So I'll delete them, clean that up. And then I have this distance dimension node here that's floating around. So we should probably at least parent it under the rig group that's cleaned up. We also still have our FK joints in here that we're at the moment not using for anything, but I want to use them later on to show you a couple of other things with FK spine. And so I'll leave them in here for now. And what we can do, you know, just that we don't have to just floating under the rig group, we can maybe start a new group here, just take this distance I mentioned and call this M don't move. Because that's stuff that, you know, we're not going to move around. have the all mover that's going to move always. And then we have other stuff that we don't want to necessarily move around. And we can hide that hold on move group. Okay, just so that it's a little bit clearer cleaner. And then it's going to hide the distance I mentioned, whatever we might put on under it later on as well. It's kind of like our catch all extra stuff group here. So I think that's probably already it in terms of cleanup. One thing that we have to remember to do is now that we're done with the setup we want to break our animation here or delete our keyframes. Break connections. And then we can save that and we're done with our IK spine."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|