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Add transcription for: week02 07 mirroring rig parts.wav

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+ "text": " Okay, that's the last thing for this week. I would like to show you another little trick that I learned over time for saving a little bit of work, but also that has to do with the orientation of these guys. So if we're coming in here and we haven't worked on the left side yet, but let's quickly come in here, reveal selected and these parenties parent these joints under the control. You can see that we're missing all the finger controls and all the locking and hiding that we already did on the right side. But one thing that I want to show you here is if you're selecting those controls and you're rotating them both, they kind of are not mirrored. They're both going, you know, one is going down, one is going up if you're putting the same values if we're putting 45. It's not mirrored as we would expect from FK controls when we have rotation. We kind of want both to go up and we want to think of that, or animators typically think of that more as bending up and down, or moving forward or backwards, kind of like that backwards, forwards. I will make it a lot easier when reading the graph editor, for example, also. While here we have one is going back, one is going forward. So there are ways how you can make the orientation of that control go into the opposite direction and same thing by the way is true for the foot. Here if we select both feet, then they're also going in the same direction as opposed to being mirrored in terms of behavior. So how can we do that? There is quite an easy thing to do and especially if you've only set up one side yet, at the same time it will also save you a bunch of work. So let's select the left foot group here or rig and delete it completely. Let's also select the left hand control and go one step up. So we will select it, go one step up to the left hand group, the whole rig and delete it. What we are going to do now instead is taking our working hand and bringing that over with everything that we've already worked on. Here we already have our calls working and our spread working and our thumps spread and everything. So let's bring all that functionality over kind of in a very easy step. So we'll select the hand control, our hand group, the hand rig and we go to edit duplicate special. Okay, not the regular duplicate but duplicate special. And if you're doing that here by By default, it will be set up like this. But now if we come in here and select duplicate input graph, that's what we want. That will duplicate all the nodes and everything that's already connected to it and all the attributes you get already, if you duplicate it in a regular way, but duplicate input graph that will connect all the functionality as well. So if we hit apply here, we get a new group, okay, and we can take this new group now, we can move it around wherever we want. And if we go under this new hand control here, then you can see that the fingers here are working and the fingers are also still working on that hand. So now what we can do with that is we can come in here, set this back to zero, and guess I've already animated that, so let's set those also back to zero. Now we take this new hand group one, And we just, because we have to pivot to let the origin, we can now scale this over to the other side. So we can just scale it with minus one in X, minus one, on the group, okay? And by doing that, now we have it in the right position. We have everything here working on this side, spreading all that. And the other added benefit, because we have it scaled with minus one, everything will be mirrored. So if we select these now and we rotate it, you can now see that we're getting the merit behavior here that we want on the hand rotation and hand forward, backwards, and twisting. So in the same kind of trick we can now do on our foot. Before we do that though, we have to clean this up a little bit because now we have the wrong name here obviously so we have to go onto our top group and change all the names from R to L. There's also a quick way to do that with search and replace names. So we can just come in here, go to modify search and replace names. And we just replace our underscore with L underscore. We again want to be a little bit careful that we don't have any finger underscore or something like that here because it will replace it everywhere. Or you could just write a better search and replace name tool that would just do the first instance. but the one that's coming with my I over default, that we replace all instances here with this naming convention. If you're using the same that I did, then it will work. So now we can just replace R with L and the whole hierarchy. So we just select the top group, hit apply, and it will rename everything properly. Then we can just come in here and change to one to remove that. And we're almost done. The only last thing that's missing is the color coding. So we come in here, go to the attribute editor under shape, change the color to be blue, and we're done. And we have our right hand working with all the attributes and everything, and mirror behavior. Let's do it real quick on the foot as well. So here we have the foot already set up. So I'll do the same trick. I deleted the left foot group already. So now I'll take the right foot group, go to Edit, duplicate special, making sure that in the options I have, duplicate intro graph, That's what's duplicating all the nodes and connecting it properly. The whole graph is getting duplicate, basically, and apply. And then we want to make sure that the pivot is at the origin. Then we can just scale it with minus 1 and x. So minus 1. Then we change the color coding to be blue. And then we want to rename everything in here to be L underscore. So we go into the top group, go to modify search and replace names, replace r underscore with l underscore, the whole hierarchy, hit apply, remove the one, and we're done. So now selecting those two guys, A, we have all the attributes working on both sides. It's also a good way of making sure that these attributes are the same names, because if they're not the same names, then you cannot select both. So for example, if here what I did is I called it heal role with a capital R. But if you spelled it with an underscore on the other side, or with a small R, then those two are not the same name, then you cannot select both and animate them both at the same time, which is also kind of something that's useful to have. And by default, I will kind of always change these names, but if you go to edit and channel names and search for well Actually nice names. This is kind of how it looks like with nice names But I already had it set to long names because then I can see exactly what I spell those names Sometimes, you know, if you have channel names set to nice names You cannot really see how the spelling exactly is of that attribute although it is spelled like that it can be read in a nice way with kind of like an apparent space in here. Obviously the attribute is spelled differently. It's spelled with camel case, a heel control. So if we're moving this attribute and the attribute editor or in here you can actually see that this is the real name of the attribute. So and if the real name is different between right and left sides, for example, one you've spelled with a lower case and the other one with an upper case or something like that, if anything is different or one has an underscore, the other one does not, And that doesn't work that you can select both and animate both at the same time. So pay attention for that. That's why most of the time I go to long names, then I can actually see and compare making sure that both are the same. But if you're using this duplicate method that I just showed you, then you're getting this for free too because you only create the attributes once on one side and then you're just duplicating it over and you can be sure that both are the same. The other last thing that is missing from this now though is the art of blend colors. Okay, because now that we duplicated it, this FKIK is not going to have any connection to any blend colors, because it does not really know which blend color it needs to connect to. And by the way, we haven't even connected or created the blend colors here on the left side yet. But this is the one thing that you have to kind of hook up manually. It's really only meant to kind of copy over everything that's kind of contained in the hand group, but not really connected back to the arm, to the blending. So that's the one thing that you have to set up manually, but Sillit, I feel it saves you a lot of work because you don't have to create all these attributes again and all these groups and you know, connect everything up the way how we did, it just works now. And one thing that I'm just noticing here while I'm seeing all these attributes, another thing that's maybe also nice is if we can separate this FKIK attribute because it's kind of so special, it's controlling the whole arm, we can set it up a little bit different here or set it a little bit apart from all these individual groups. It might be a little bit harder to find otherwise, so perhaps it would be nice to have another separator in here. So let's add that as the last step for today. I'll add a new separator here. I cannot use 10 underscores anymore because that attribute on that control is already used. So these names have to be unique, but now I can use 11 underscores. One, two, three, four, five, six, seven, eight, nine, ten, eleven. As long as it's a different number, then it will work. So here we have our separator, but again, we want to move it up. So now we can do the same trick as before. because before we select all the attributes, although they're already connected, we can still or should be able to still use the same trick. So we just go in and delete those attributes and keep that order in mind, thumb, curl first and then thumb spread last. So if we delete them and undo, they will be flipped. So we have to kind of delete them and undo it twice. So we will delete those attributes and control C, command C for me. Now there will be inverse. So thumb spread first, thumb, curl second, but we have the separator in the right spot already. Then we delete it one more time. Delete attributes, control command C. And now we have the mid-right order, but with the separator here on top, and these attributes should still work. Let's see. And they do. Okay, and then we can lock this second separator as well. So now we've added two of these separators, and we kind of have the FK, IK as kind of its own Unity here. I can do the same here on the foot as well. Add attribute. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11. We delete those. Command set. One more time. Delete. Command set. and we have them and we can lock this. Let's do it on the other side also real quick. One, two, three, four, five, six, seven, eight, nine, ten, eleven. Delete, undo, delete, undo, and lock. And then it's missing on the hand here as well. So you can see now, obviously, that we're not working with mirroring, or we mirrored it already. We kind of have to do it four times. If we had done it before and then mirrored, then we would have only had to do it one time. And by the way, now that we haven't connected the blend color or the FKI attributes yet, we can still mirror it again over. So we could delete that hand control or hand group again and mirror it over again from the other side. Duplicate it, mirror it over again from the other side by scaling it with minus one and x, but I'll just do it four times because it's so quick to do two. So I'll add one more. One, two, three, four, five, six, seven, eight, nine, ten, eleven. Sometimes you just have to think about, Okay, what is the fastest way to get to a result? Delete those, undo, delete them again, undo. Now we can lock this. Oh, we're done. Okay, so let's take it to this point here. I'll save this one more time. Well, save scene. It's a new version. And that's it for this week. So next week I would like to finish up this rig as much as possible. I had a simple base rig by doing everything that's still missing. So we will add some shoulder controls and shoulder joints. We'll add a head control, some eye controls, and then we'll connect everything up together that everything is kind of working together, so that the legs are connected to the body, the arms are connected to the body, the hands are connected to the arms, which is at a moment also separated, but we are going to connect all these things together. And for now, as you can see, it's a very, very simple rig. It's very, very fast. All what we did is we didn't do anything fancy, any crazy, you know, any crazy constraints or anything. We haven't used a single constraint yet. All what we did so far was just doing a lot of hierarchies, separate ways, doing some custom attributes, some connections here, right? Some math notes, a few math notes, which are a lot faster than constraints usually. And that's about it. Okay. And some IK handles and parenting, that's all we did. So very, very simple rig so far. And it's pretty robust because we made sure that these are all straight or all in one plane, so we can move them and nothing will really kind of freak out or flip or pop or whatever if we use it in the ways how it is intended. One thing while I'm testing here, I'm actually noticing that I haven't locked any of these channels on my IK controls, so perhaps that's the last thing that we should do for today. So here for the IK controls, we only really need translation x, y, c. We don't really need any rotation, okay, because the rotation is going to come from the hand or from the foot itself. So we don't really need rotation on the IK control, and we also don't need scaling, because it's not doing anything. Okay, actually rotation is also not doing anything. So let's lock everything that we don't need. on IK controls, it is everything except for translation. So let's lock those, lock and hide. We can actually pick all of them at once, make it quicker. And we can also pick all of the pole vectors here too, because here same thing, we only want translation XYZ. We don't need rotation, it's not doing anything. We don't need scaling. Also isn't doing anything. We don't need visibility. So we might as well select all these at once. and the pole vectors as well. Eight controls in total for our IK and log and hide everything except for translation. Log and hide. Make sure it worked everywhere. Okay, that's it. Okay, another step closer to our final product, our final rig. And that's kind of where I leave it for today for this week. So next week we'll finish everything in the body up, then we're in week three. And then afterwards week four, we'll start looking at some more advanced topics for like doing a better spine and advancing the arms and perhaps also hands and feet and see what we can do to improve those areas and giving a little bit more control to the animators. Okay, see you guys next week.",
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+ "text": " Okay, that's the last thing for this week. I would like to show you another little trick that I learned over time for saving a little bit of work, but also that has to do with the orientation of these guys. So if we're coming in here and we haven't worked on the left side yet, but let's quickly come in here, reveal selected and these parenties parent these joints under the control. You can see that we're missing all the finger controls and all the locking and hiding that we already did on the right side. But one thing that I want to show you here is if you're selecting those controls and you're rotating them both, they kind of are not mirrored. They're both going, you know, one is going down, one is going up if you're putting the same values if we're putting 45. It's not mirrored as we would expect from FK controls when we have rotation. We kind of want both to go up and we want to think of that, or animators typically think of that more as bending up and down, or moving forward or backwards, kind of like that backwards, forwards. I will make it a lot easier when reading the graph editor, for example, also. While here we have one is going back, one is going forward. So there are ways how you can make the orientation of that control go into the opposite direction and same thing by the way is true for the foot. Here if we select both feet, then they're also going in the same direction as opposed to being mirrored in terms of behavior. So how can we do that? There is quite an easy thing to do and especially if you've only set up one side yet, at the same time it will also save you a bunch of work. So let's select the left foot group here or rig and delete it completely. Let's also select the left hand control and go one step up. So we will select it, go one step up to the left hand group, the whole rig and delete it. What we are going to do now instead is taking our working hand and bringing that over with everything that we've already worked on. Here we already have our calls working and our spread working and our thumps spread and everything. So let's bring all that functionality over kind of in a very easy step. So we'll select the hand control, our hand group, the hand rig and we go to edit duplicate special. Okay, not the regular duplicate but duplicate special. And if you're doing that here by By default, it will be set up like this. But now if we come in here and select duplicate input graph, that's what we want. That will duplicate all the nodes and everything that's already connected to it and all the attributes you get already, if you duplicate it in a regular way, but duplicate input graph that will connect all the functionality as well. So if we hit apply here, we get a new group, okay, and we can take this new group now, we can move it around wherever we want. And if we go under this new hand control here, then you can see that the fingers here are working and the fingers are also still working on that hand. So now what we can do with that is we can come in here, set this back to zero, and guess I've already animated that, so let's set those also back to zero. Now we take this new hand group one, And we just, because we have to pivot to let the origin, we can now scale this over to the other side. So we can just scale it with minus one in X, minus one, on the group, okay? And by doing that, now we have it in the right position. We have everything here working on this side, spreading all that. And the other added benefit, because we have it scaled with minus one, everything will be mirrored. So if we select these now and we rotate it, you can now see that we're getting the merit behavior here that we want on the hand rotation and hand forward, backwards, and twisting. So in the same kind of trick we can now do on our foot. Before we do that though, we have to clean this up a little bit because now we have the wrong name here obviously so we have to go onto our top group and change all the names from R to L. There's also a quick way to do that with search and replace names. So we can just come in here, go to modify search and replace names. And we just replace our underscore with L underscore. We again want to be a little bit careful that we don't have any finger underscore or something like that here because it will replace it everywhere. Or you could just write a better search and replace name tool that would just do the first instance. but the one that's coming with my I over default, that we replace all instances here with this naming convention. If you're using the same that I did, then it will work. So now we can just replace R with L and the whole hierarchy. So we just select the top group, hit apply, and it will rename everything properly. Then we can just come in here and change to one to remove that. And we're almost done. The only last thing that's missing is the color coding. So we come in here, go to the attribute editor under shape, change the color to be blue, and we're done. And we have our right hand working with all the attributes and everything, and mirror behavior. Let's do it real quick on the foot as well. So here we have the foot already set up. So I'll do the same trick. I deleted the left foot group already. So now I'll take the right foot group, go to Edit, duplicate special, making sure that in the options I have, duplicate intro graph, That's what's duplicating all the nodes and connecting it properly. The whole graph is getting duplicate, basically, and apply. And then we want to make sure that the pivot is at the origin. Then we can just scale it with minus 1 and x. So minus 1. Then we change the color coding to be blue. And then we want to rename everything in here to be L underscore. So we go into the top group, go to modify search and replace names, replace r underscore with l underscore, the whole hierarchy, hit apply, remove the one, and we're done. So now selecting those two guys, A, we have all the attributes working on both sides. It's also a good way of making sure that these attributes are the same names, because if they're not the same names, then you cannot select both. So for example, if here what I did is I called it heal role with a capital R. But if you spelled it with an underscore on the other side, or with a small R, then those two are not the same name, then you cannot select both and animate them both at the same time, which is also kind of something that's useful to have. And by default, I will kind of always change these names, but if you go to edit and channel names and search for well Actually nice names. This is kind of how it looks like with nice names But I already had it set to long names because then I can see exactly what I spell those names Sometimes, you know, if you have channel names set to nice names You cannot really see how the spelling exactly is of that attribute although it is spelled like that it can be read in a nice way with kind of like an apparent space in here. Obviously the attribute is spelled differently. It's spelled with camel case, a heel control. So if we're moving this attribute and the attribute editor or in here you can actually see that this is the real name of the attribute. So and if the real name is different between right and left sides, for example, one you've spelled with a lower case and the other one with an upper case or something like that, if anything is different or one has an underscore, the other one does not, And that doesn't work that you can select both and animate both at the same time. So pay attention for that. That's why most of the time I go to long names, then I can actually see and compare making sure that both are the same. But if you're using this duplicate method that I just showed you, then you're getting this for free too because you only create the attributes once on one side and then you're just duplicating it over and you can be sure that both are the same. The other last thing that is missing from this now though is the art of blend colors. Okay, because now that we duplicated it, this FKIK is not going to have any connection to any blend colors, because it does not really know which blend color it needs to connect to. And by the way, we haven't even connected or created the blend colors here on the left side yet. But this is the one thing that you have to kind of hook up manually. It's really only meant to kind of copy over everything that's kind of contained in the hand group, but not really connected back to the arm, to the blending. So that's the one thing that you have to set up manually, but Sillit, I feel it saves you a lot of work because you don't have to create all these attributes again and all these groups and you know, connect everything up the way how we did, it just works now. And one thing that I'm just noticing here while I'm seeing all these attributes, another thing that's maybe also nice is if we can separate this FKIK attribute because it's kind of so special, it's controlling the whole arm, we can set it up a little bit different here or set it a little bit apart from all these individual groups. It might be a little bit harder to find otherwise, so perhaps it would be nice to have another separator in here. So let's add that as the last step for today. I'll add a new separator here. I cannot use 10 underscores anymore because that attribute on that control is already used. So these names have to be unique, but now I can use 11 underscores. One, two, three, four, five, six, seven, eight, nine, ten, eleven. As long as it's a different number, then it will work. So here we have our separator, but again, we want to move it up. So now we can do the same trick as before. because before we select all the attributes, although they're already connected, we can still or should be able to still use the same trick. So we just go in and delete those attributes and keep that order in mind, thumb, curl first and then thumb spread last. So if we delete them and undo, they will be flipped. So we have to kind of delete them and undo it twice. So we will delete those attributes and control C, command C for me. Now there will be inverse. So thumb spread first, thumb, curl second, but we have the separator in the right spot already. Then we delete it one more time. Delete attributes, control command C. And now we have the mid-right order, but with the separator here on top, and these attributes should still work. Let's see. And they do. Okay, and then we can lock this second separator as well. So now we've added two of these separators, and we kind of have the FK, IK as kind of its own Unity here. I can do the same here on the foot as well. Add attribute. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11. We delete those. Command set. One more time. Delete. Command set. and we have them and we can lock this. Let's do it on the other side also real quick. One, two, three, four, five, six, seven, eight, nine, ten, eleven. Delete, undo, delete, undo, and lock. And then it's missing on the hand here as well. So you can see now, obviously, that we're not working with mirroring, or we mirrored it already. We kind of have to do it four times. If we had done it before and then mirrored, then we would have only had to do it one time. And by the way, now that we haven't connected the blend color or the FKI attributes yet, we can still mirror it again over. So we could delete that hand control or hand group again and mirror it over again from the other side. Duplicate it, mirror it over again from the other side by scaling it with minus one and x, but I'll just do it four times because it's so quick to do two. So I'll add one more. One, two, three, four, five, six, seven, eight, nine, ten, eleven. Sometimes you just have to think about, Okay, what is the fastest way to get to a result? Delete those, undo, delete them again, undo. Now we can lock this. Oh, we're done. Okay, so let's take it to this point here. I'll save this one more time. Well, save scene. It's a new version. And that's it for this week. So next week I would like to finish up this rig as much as possible. I had a simple base rig by doing everything that's still missing. So we will add some shoulder controls and shoulder joints. We'll add a head control, some eye controls, and then we'll connect everything up together that everything is kind of working together, so that the legs are connected to the body, the arms are connected to the body, the hands are connected to the arms, which is at a moment also separated, but we are going to connect all these things together. And for now, as you can see, it's a very, very simple rig. It's very, very fast. All what we did is we didn't do anything fancy, any crazy, you know, any crazy constraints or anything. We haven't used a single constraint yet. All what we did so far was just doing a lot of hierarchies, separate ways, doing some custom attributes, some connections here, right? Some math notes, a few math notes, which are a lot faster than constraints usually. And that's about it. Okay. And some IK handles and parenting, that's all we did. So very, very simple rig so far. And it's pretty robust because we made sure that these are all straight or all in one plane, so we can move them and nothing will really kind of freak out or flip or pop or whatever if we use it in the ways how it is intended. One thing while I'm testing here, I'm actually noticing that I haven't locked any of these channels on my IK controls, so perhaps that's the last thing that we should do for today. So here for the IK controls, we only really need translation x, y, c. We don't really need any rotation, okay, because the rotation is going to come from the hand or from the foot itself. So we don't really need rotation on the IK control, and we also don't need scaling, because it's not doing anything. Okay, actually rotation is also not doing anything. So let's lock everything that we don't need. on IK controls, it is everything except for translation. So let's lock those, lock and hide. We can actually pick all of them at once, make it quicker. And we can also pick all of the pole vectors here too, because here same thing, we only want translation XYZ. We don't need rotation, it's not doing anything. We don't need scaling. Also isn't doing anything. We don't need visibility. So we might as well select all these at once. and the pole vectors as well. Eight controls in total for our IK and log and hide everything except for translation. Log and hide. Make sure it worked everywhere. Okay, that's it. Okay, another step closer to our final product, our final rig. And that's kind of where I leave it for today for this week. So next week we'll finish everything in the body up, then we're in week three. And then afterwards week four, we'll start looking at some more advanced topics for like doing a better spine and advancing the arms and perhaps also hands and feet and see what we can do to improve those areas and giving a little bit more control to the animators. Okay, see you guys next week."
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