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Add transcription for: week02 05 fk arms and legs.wav

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+ "text": " So next I want to show you a very simple way how we can create FK control so that animators don't have to kind of animate the joints here. There are also different ways, you know, I've seen people add rigors to different kinds of things. I want to show you like the simplest and easiest way that I found to do that. And for that, I kind of want to go in here and hide the rig here for a second again. And demonstrate something here. So when we're creating a new, any type of object like a cube, a sphere, anything like that, then, you know, or a circle also, NURBSCURVE circle, we'll always see that it will create two objects, right? You know that it will create a transform node and it will create a shape node. And when we're clicking on the shape, it immediately, it immediately kind of goes up and selects a transform for us. So it never really shows us the shape here. Directly, it always kind of immediately goes up as you click on shape and shows us the transforms because the things you probably want to start moving thing around right away. So if we're creating a joint here under skeleton animation, create joint. A joint, as you probably also know, does not have a shape node. By default it is just a transform node, nothing else. Although we have shapes showing in here, there is only that one node makes up the joint, which essentially is just a transform node on steroids. We have the radius, which is new compared to other transform nodes. And then you have a couple of extra attributes that other transform nodes don't have that you all need to see in the attribute editor, such as, for example, joint labeling and joint preferred angle, joint ornce, all that kind of stuff that normal transforms don't have that are specific to joints only. but other than that, it's kind of like just a transform. And so what about if we found a way to take this shape node and parent it under the joint node? Perhaps it would work the same way. If we click on it, that it just goes one up and finds the next transform node available. And that's exactly what we're going to do. So by default, there is no easy way in Maya to do this. You actually do need a mouse scripting for it. If we just take that shape and try to parent it manually, it wouldn't work. It takes the whole transform and parents that under there instead of just taking the shape node. So now if I click on it, it will still select the nerve circle transform node, not the joint what we want. So that doesn't work. Let's undo. So instead what we want is we, we have to use mail for that. And I'll show you the mail command and then we can look at what it actually is, what it actually does. The mail command to do that is, Let's get rid of all of this here. The mail command for that is parent-r-s. The order here doesn't really matter, but it's important that you have dash r in there and dash s in there. And if you run that, so we select the shape, then we select the joint, and you run that command, command enter. Now we have exactly what we want. So now it only took the shape, it left the transform outside alone by itself. And now if we click on the shape node, now you can see it actually selects a circle for us. So it does work the same way. So it just, whenever you click on a shape, it goes immediately up to the next transform that we can find. And now this NERP Circle Transform node essentially is just an empty group. Okay, it's kind of the same of where to call this group. That's what groups are. Groups are just empty transforms. There's nothing, you know, nothing to it, so we should be able to move this around here. It's just an empty group. So we can essentially get rid of that. We can just delete that empty transform, delete. And now we have it. OK, now we can select our shape, and it will select a join for us. And that's exactly what we are going to use for creating our FK controls in our arms and legs, because then animators can just select a joint. And then if we go in and instead of calling this m tests j and t, which joins would be, we would just call this CTL and make a control out of the joint. And if you click it, it will select the control. It will still be a joint under the hood, but for any matters, it will appear as if it's a control, because all they care about is just the values here. And we want to have a quick way how they can select the control. And as long as it's called like CTL or CTRL or whatever your naming convention might be, as long as it's the same naming as all the other controls, then for any matters, it will kind of appear the same way. So let's quickly talk about the mail here, in case you haven't used that before. What this stands for is how we can find out information about this with the Maya help. The Maya help is actually pretty good about that. So if we come in here or press F1, we should get the Maya help. And if we come here to technical documentation, mail commands, it's kind of a list of all the mail commands that are available. I'm hoping that you all have some mail experience that you've used mail before. It's kind of similar in Python too. And you could probably also find a Python command for that as well. I'll just go through mail here at the moment. So now we can search for parent, which is the command. And we can search for it here in the filter. And we have our parent command. Then we can see what, you know, the parent command does. parent something to something else and then we have these flags here that we can use that are kind of optional and we can mix and match those flags. So if we now search for these flags that I've used here I've used dash R which is stands for relative preserve existing local object transformations and basically that it doesn't move around and then the other thing that it does is dash S so if we search for dash S it's shape here we go that shape and then here it says the parent command usually only operates on transforms as we saw before when we tried to do it manually and then using this flag allows a shape that is specified to be directly parented under the given transform. This is used to instance a shape node blah blah blah so that's not that interesting here but for instancing that is actually also being used for for us here we want this combination dash r dash s so we could also write it parent dash relative that shape, which would be the long names. So those are interchangeable. So you can use the long name or the short name. You can also mix and match. So you can have something like that, that would work. You can also change the order that would also still work as long as there is kind of a separator in here or space that would work. That would work. It's all the same thing. As long as you have these flags in there, these flags in there, the shape and the the R or relative, then that will work. And it will work based on selection. So what you will do is if you run this command, then you want to select your shape first, like what we did here. Select the shape first, then select the new transform with adding, and then run the command. You can also specify it here. So for example, if we were to create a new empty transform or new joint or whatever. Let's create a new group here, empty group. And now we want to take this and parent it under this empty group again, kind of outside of the control. We would select the shape, then the transform, then run our command again, command enter, and then it does the trick. So now if we click on it, it will select our null object. And as I said before, you know, it works by default. It works based off selection. but you can also specify what you want to parent to what. So for example, you could also type in the name here, nerve circle shape one, and we want to parent it to the test, mtest control transform node. So if we specify that, even if we don't have anything selected and we run this command now, command enter, it will also kind of do the same thing that we had before based off of selection. So now let's delete those extra things here and let's apply it to our rig where it's a little bit more complicated, not much, but one more thing to keep in mind here. If we are creating our, let's go with nerve circles for easy, you know, making it easy here and we bring that up here for example to our FK control. Remember this is our FK chain, so that's where we'll put it and we take that scale it up a little, maybe five units. And let's say we rotate it or what not. And let's say we freeze it. I want to show you the wrong way first. If you just apply it kind of the same way what we just did, we select the shape, you select the joint, and then you run this command without those names here, of course, based off of selection now, command enter, you will see it will disappear. What will happen in fact is it will kind of go somewhere else. So if I undo, it's here, I will run the command, command enter, it's somewhere else. And the reason for that is why it worked before in our simple case here in our simple example is because both were at the origin already and they both, the joint or the control and the joint had the same orientation. While here we have a separate orientation, a special one. And this has not the same orientation. So if I undo, you can see that the joint has this orientation. And the control has a completely different one. So here we can see why is facing up axis facing to the side on the joint, why is facing that way, axis facing up. So quite different, right? So what we have to do is, oh, and the values here are also different because we froze it already. So what we want to do instead is we want to bring those into the same space, into the same orientation and the same everything. So I'll delete that circle again, and I'll start over and drawing it the right way, how we can make this work. It's a NURB circle. Create a new one. And I want to bring it up here. But instead of snapping it now, what I will do is I will just parent it under this joint. I will take the circle, maybe scale it up to five again, what we did before. And now I will take that and I will parent it under this control parent. Then I'm getting values because now it's in a different space. It's no longer under the world. It's now in this space of that joint. And to maintain its position, it needs those values. So it kind of like needs to move over, move down, move forward and so on. So these are those values here. Now what we can do next is we can zero those values out. That will, oops, not of the joint of course, but of the control. So we zero the rotation and translation out to zero. And that will bring it in exactly the same space. So now at this point, the circle and the joint have exactly the same orientation. As you can see, x facing up, y facing in this direction, same thing for the joint. So they're identical in terms of their orientation and position. And now we can go in and we can un-parent this, un-parent. And now we have the values here that it needs to be in exactly the same position. So it needs to be rotated that much, it needs to be translated that much from the world, from the origin to be in exactly the same position as the joint. Okay, so this one is now has that same orientation it kept it, but it got values and we have that same orientation on the joint. So that's the important piece, okay? Those two objects having the same orientation, those two transforms, now our trick will work. So now we can select the shape and then we can select the transform and we can run our command, command enter, and now it will not change. So we'll just scale a little bit smaller, but that's because we hadn't frozen the scale when we did it. So let's undo. What we should do is we should freeze the scale. Actually probably we should have done it when it was still parented under. So let's go back, parent it under here again so we have the zero values, we have to scale with five. So let's freeze everything while it is parented under the joint. Freeze everything. That's the size and everything that we want. And we unparalleled it. So we'll end up with some values. That's fine. We keep them. We don't want to freeze those or zero those out. We want to keep them guaranteeing that it's in the same space. Then we select the shape and we select the joint and we run our command and now it should work. Command-Enter and you can see it didn't change position or orientation or scale or anything. But now if we click on the shape, it will select our FK root joint for us. Okay, and the same way we can do this other control here, the next one. So let's create another NURB circle. And not cylinder, circle, NURBS circle. And let's parent this under this joint. So we select the NURBS circle, select the joint parent P. Then on the nerve circle we will zero everything out, the rotation and the translation. We'll scale it up. So here if I remember correctly we used five for scaling. Then we will freeze it while it's still parented under. We'll freeze everything. That's the position that we want and we can see it has the same orientation as this control or disjoint rather. Then we take the circle unparented, edit unparent or shift P, shortcut. Then we select the shape and we select the joint and we run our little command here, command enter, that's it. Now if we select the shape, it will select the joint for us, because now the shape is parented under the joint. Okay, and we're left with these two empty transforms just like before in our simple example. We can delete those now, we don't need those anymore. And then we can come in here and we can do our color coding on our joint. we can rename our control first to be our joint first to be CTL now because that's what it is. So we convert our converting essentially our joint into a control that's controlled and joined at the same time and then we do the color coding. So we come in here into the attribute editor. That's kind of one down side of this method. We cannot easily see our shape here anymore. This is that we can only see the transform of the control. But what we can do is we can reveal, select it to find where it is or press F here in the outliner. And then we kind of find our shapes. It should already be there. So if we open this up, then here is our NURB Circle Shape. So what we can do is we can, well, we could probably also rename it, just to make it a little bit easier to read. could rename it like that and add shape to it. And we could kind of make sure that it's kind of immediately after the control itself by just moving it up here. And, but still if we select it, we don't see the shape showing up here because it's kind of like a special or like kind of a trick. So we can select the shape here though in the outliner and then enable over right here and then set our color coding appropriately and same thing here. We can use it in the attribute editor directly, but we can select it from here, NURBSCIRCLE shape, enable overwrite, set our color. If we wanna be 100% accurate, we should probably copy the name of the control and apply to the shape and add shape to it. That has a proper name, and then we can even move that up that it's sitting right under the control, control and shape are kind of together. And that's it, okay? So now we have those controls added or basically turned the shapes into or the joints into controls. Two things. First of all, we probably don't need translation on those because this is meant to only be rotated. And we don't need scale. And we don't need visibility. And we for sure don't need radius anymore. So we can lock everything here, lock and hide everything except for the rotation. And the rotation is still zero. So that's what we want to get back to. So we don't really care that we have translations on this one here, on this joint, because we're not going to translate this around anyway. We just rotate it. So that's fine if there are translations here and if there are translations on that one as well. We're not going to use that. Before we lock them though, I want to snap everything back to the top one here, the original position. So I'll take my blend hierarchy, the root, and snap it up. And I'll take my FK hierarchy and I'll snap it up. And now I will start and go in and lock everything that I don't want on these FK controls. So scaling, visibility, radius, translation, lock and hide, leaving only the rotation exposed. And same thing here. Translation, scale, visibility, radius, lock and hide. And that's it. Okay. So now we have a quick way of selecting our FK controls or arm FK root control. Perhaps this is not the best way now. So we can later think about changing that name to be something, you know, easier to understand read for the animators. So for example, we could call this up arm control or up arm FK control or something like that. But for And for now let's leave that because it will again make it easier for us to select things while we're still working on the rig. Now we can apply the same technique to the lag here too. Let's finish that up and repeat it while we're doing it. Synerps circle, right one. I'll parent it under the FK joint, parent, I'll zero everything out, scale it a little bit bigger. Duplicate it, parent it under this one, zero everything out, translation and rotation anyway, it's leaving the scale in here. Then I'll select both while they're still parented under their joints, their appropriate joints. And then I will freeze everything out. Everything is already zero except for the scale, but just in case, I'll freeze everything. Then I will un-parent them, edit un-parent. Now I can use our mouse script to parent those shapes. So this one, this shape goes under this control, our joint, parent-r-s. And then this shape goes under this joint, Enter. We have these empty transforms that we can delete. We have the joint that we have to rename to CTL. That joint is also CTL now. And you can snap those back. Snap those back. Using the V key again for snapping, then we can do our color coding here. So we have to find it in the Outliner. Reveal, select it. Open this up. So this is the first one, so let's change the name real quick, shape, move it up, and then do our color coding on that. I forgot to delete the history here, you can see those extra two nodes, you can delete that now, enable override, setting that to red, edit, delete by type history, so now they disappear, they're gone, and then I'll do it for the other shape as well. Change it to be red, change the name to be shape, and then move that up here as well. So now we have that working, and here we don't even have any history to delete. Now if we come in here, so you can see that they're a little bit small here, at least the root ones. So we can probably come in here and select those kinds and scale them up a little. It might be good to pick a value, you know, not just kind of scaling them up arbitrarily, but scale them up in a certain way with like a specific number. So we can kind of do the same thing on the other side because we haven't created those on the other side yet. It would probably have been better to scale them up while they were still their own. They still had their own transforms now that they're under the joins. It will make it a little bit harder and we have to scale the components up. But what we could try to do is use the last used melt command here to figure out how much we have to scale them up. So for example, if we clear that and we scale them up, that's kind of the command that we we just use in here, we have to scaling value. So if we now undo, and we use the first line, copy, paste it down in here. And now we can change this, for example, to scale it up twice as much, 2, 2, 2. And that's kind of pivot here for it. Now it's twice as big, right? That's probably too big, but you get the idea. Now if we use another value, maybe 1.3, 1.3, 1.3, and see if that works. that might be okay and then we can kind of use the same value on the other side when we do it. And then for the leg it's kind of the same thing or similar. Can select those guys. Here probably needs to be a little bit bigger. So maybe this one was for the up arm and then for the lower upper leg. Probably want something around this. So maybe we do want to have two in here. So 222. I mean what you can always do is kind of then translate them around and you can even rotate it if you want to and kind of align it in such a way that works well here. Move that around because as you're moving that around you're essentially just changing the shape of the control. Right, so if we do something like this, perhaps in scaling it, if we do something like that, then your control itself will kind of still pick the joint and rotate it, you know, because you're not changing the transform or anything like that. So the transform is still going to be like that. It might not look so good here with this control, but once we have everything on, it might actually make sense to rotate it like that. And it will probably be a little bit easier to pick perhaps than if it was straight, but I'll do that maybe later on. I'll undo here a couple of times, just to get it back to where we were. And I'll just scale it up twice so that we can have kind of the same on both sides. Just wanted to show it to you already, so, enter. That's wrong, I scaled the joint now, shouldn't have done that. You know what, let's leave that for now. We can always worry about the scale later on. Let's kind of move on to creating those on the other side, and then we'll create the foot. and we'll worry about the control sizes and shapes later on. So let's create the circles here real quick on the other side and move through it a little bit quicker. So FK, parent it under this one, P, zero everything out, scale it up five. We can probably already, we know that we scaled up this one, the first one, 1.3 units, so we can probably already scale it up 1.3 units. Before I do that, I'll do the other one that I didn't scale up. But this one here, well, let's do this for the other ones here too. Parent zero everything out, duplicate it, parent and address one, p zero everything out, translation rotations, here we go. And in that one, we have to scale up 1.3, so we can probably freeze that if we wanted to scale and scale it up 1.3 and it's more than we have it kind of the same size as that one, right? That's what we did. We can also do our color coding now if we want already before we even parent anything. So then we kind of have to look luxury of having a lot of shape nodes in here. So we come in here and set the shape to be blue and here set that shape to be blue as well. And those ones here as well. We'll just make it a little bit quicker. Okay, and then we use our trick here, and that's what I meant. So I would probably now go in and kind of like change it and, you know, do whatever I have to do to make it look the way how I want it to look, and then we'll freeze it and then we will do parenting the shapes. Okay, but in any case, so now that we have that next step, while they're still parented under, we want to freeze everything with the shapes that we're happy with. So freeze everything. And then we will unparrent everything, resulting in some values that we're getting here, making sure that those are still in the same space as the joints that they need to go under later on. And then we will parent the shapes now. So this one is this shape goes under this joint. We run our command. And then this shape goes on that joint. And now we can again use our G key. So we don't even have to run our command anymore. We can just hit G, at least we should. Here we go. So that parent's the shape. We select this shape and that joint hit the G key. We select the last one. Select that joint, hit the G key, and it repeats the last actions and now we have all those empty transforms again. We can delete those and we have everything set up. Now we have to rename those to be CTL. We can probably do the snapping here first too, actually, snapping those, snapping those, and then we rename the joints to CTL and then we'll do the locking and hiding. You can see if you're working on arms and legs at the same time, like how quick it can be. And I will lock the translation, everything except for rotation, really. Lock and hide. And then we can again hit the G key now as a shortcut, repeating the last action with those selected G, selecting those, selecting those, hitting G, selecting those, and those, and hitting G. Here we go. Pretty quick. Then the one last thing that's kind of still missing here is renaming those shape notes and kind of reordering. If that's what we want to do, we don't have to, but we can also, if we just want to change the name, which also we don't have to, but just to make it a little bit nicer looking than just having the rapsocal shape 3 standing in here. You can just do it from here, copy and then paste and add shape to it. And then here same thing, copy, paste and shape. Copy, paste and shape. Here we can see that we also have still some input, some construction history, makeNerbsOcal, and all that stuff and freezing. So let's delete the history on that guy, delete history. And then here, this is the last shape that we're missing to rename shape. Okay, here we go. And now we should be able to select those and we should still have our mirrored behavior. We did everything correctly and we do. We're still missing the blending here on the left side. I will probably do that at a later point. But for now, we're in a pretty good state. So let's save this as a new file and then here we go. And now let's take a short break and I will be right back and work on the feet.",
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+ "text": " So next I want to show you a very simple way how we can create FK control so that animators don't have to kind of animate the joints here. There are also different ways, you know, I've seen people add rigors to different kinds of things. I want to show you like the simplest and easiest way that I found to do that. And for that, I kind of want to go in here and hide the rig here for a second again. And demonstrate something here. So when we're creating a new, any type of object like a cube, a sphere, anything like that, then, you know, or a circle also, NURBSCURVE circle, we'll always see that it will create two objects, right? You know that it will create a transform node and it will create a shape node. And when we're clicking on the shape, it immediately, it immediately kind of goes up and selects a transform for us. So it never really shows us the shape here. Directly, it always kind of immediately goes up as you click on shape and shows us the transforms because the things you probably want to start moving thing around right away. So if we're creating a joint here under skeleton animation, create joint. A joint, as you probably also know, does not have a shape node. By default it is just a transform node, nothing else. Although we have shapes showing in here, there is only that one node makes up the joint, which essentially is just a transform node on steroids. We have the radius, which is new compared to other transform nodes. And then you have a couple of extra attributes that other transform nodes don't have that you all need to see in the attribute editor, such as, for example, joint labeling and joint preferred angle, joint ornce, all that kind of stuff that normal transforms don't have that are specific to joints only. but other than that, it's kind of like just a transform. And so what about if we found a way to take this shape node and parent it under the joint node? Perhaps it would work the same way. If we click on it, that it just goes one up and finds the next transform node available. And that's exactly what we're going to do. So by default, there is no easy way in Maya to do this. You actually do need a mouse scripting for it. If we just take that shape and try to parent it manually, it wouldn't work. It takes the whole transform and parents that under there instead of just taking the shape node. So now if I click on it, it will still select the nerve circle transform node, not the joint what we want. So that doesn't work. Let's undo. So instead what we want is we, we have to use mail for that. And I'll show you the mail command and then we can look at what it actually is, what it actually does. The mail command to do that is, Let's get rid of all of this here. The mail command for that is parent-r-s. The order here doesn't really matter, but it's important that you have dash r in there and dash s in there. And if you run that, so we select the shape, then we select the joint, and you run that command, command enter. Now we have exactly what we want. So now it only took the shape, it left the transform outside alone by itself. And now if we click on the shape node, now you can see it actually selects a circle for us. So it does work the same way. So it just, whenever you click on a shape, it goes immediately up to the next transform that we can find. And now this NERP Circle Transform node essentially is just an empty group. Okay, it's kind of the same of where to call this group. That's what groups are. Groups are just empty transforms. There's nothing, you know, nothing to it, so we should be able to move this around here. It's just an empty group. So we can essentially get rid of that. We can just delete that empty transform, delete. And now we have it. OK, now we can select our shape, and it will select a join for us. And that's exactly what we are going to use for creating our FK controls in our arms and legs, because then animators can just select a joint. And then if we go in and instead of calling this m tests j and t, which joins would be, we would just call this CTL and make a control out of the joint. And if you click it, it will select the control. It will still be a joint under the hood, but for any matters, it will appear as if it's a control, because all they care about is just the values here. And we want to have a quick way how they can select the control. And as long as it's called like CTL or CTRL or whatever your naming convention might be, as long as it's the same naming as all the other controls, then for any matters, it will kind of appear the same way. So let's quickly talk about the mail here, in case you haven't used that before. What this stands for is how we can find out information about this with the Maya help. The Maya help is actually pretty good about that. So if we come in here or press F1, we should get the Maya help. And if we come here to technical documentation, mail commands, it's kind of a list of all the mail commands that are available. I'm hoping that you all have some mail experience that you've used mail before. It's kind of similar in Python too. And you could probably also find a Python command for that as well. I'll just go through mail here at the moment. So now we can search for parent, which is the command. And we can search for it here in the filter. And we have our parent command. Then we can see what, you know, the parent command does. parent something to something else and then we have these flags here that we can use that are kind of optional and we can mix and match those flags. So if we now search for these flags that I've used here I've used dash R which is stands for relative preserve existing local object transformations and basically that it doesn't move around and then the other thing that it does is dash S so if we search for dash S it's shape here we go that shape and then here it says the parent command usually only operates on transforms as we saw before when we tried to do it manually and then using this flag allows a shape that is specified to be directly parented under the given transform. This is used to instance a shape node blah blah blah so that's not that interesting here but for instancing that is actually also being used for for us here we want this combination dash r dash s so we could also write it parent dash relative that shape, which would be the long names. So those are interchangeable. So you can use the long name or the short name. You can also mix and match. So you can have something like that, that would work. You can also change the order that would also still work as long as there is kind of a separator in here or space that would work. That would work. It's all the same thing. As long as you have these flags in there, these flags in there, the shape and the the R or relative, then that will work. And it will work based on selection. So what you will do is if you run this command, then you want to select your shape first, like what we did here. Select the shape first, then select the new transform with adding, and then run the command. You can also specify it here. So for example, if we were to create a new empty transform or new joint or whatever. Let's create a new group here, empty group. And now we want to take this and parent it under this empty group again, kind of outside of the control. We would select the shape, then the transform, then run our command again, command enter, and then it does the trick. So now if we click on it, it will select our null object. And as I said before, you know, it works by default. It works based off selection. but you can also specify what you want to parent to what. So for example, you could also type in the name here, nerve circle shape one, and we want to parent it to the test, mtest control transform node. So if we specify that, even if we don't have anything selected and we run this command now, command enter, it will also kind of do the same thing that we had before based off of selection. So now let's delete those extra things here and let's apply it to our rig where it's a little bit more complicated, not much, but one more thing to keep in mind here. If we are creating our, let's go with nerve circles for easy, you know, making it easy here and we bring that up here for example to our FK control. Remember this is our FK chain, so that's where we'll put it and we take that scale it up a little, maybe five units. And let's say we rotate it or what not. And let's say we freeze it. I want to show you the wrong way first. If you just apply it kind of the same way what we just did, we select the shape, you select the joint, and then you run this command without those names here, of course, based off of selection now, command enter, you will see it will disappear. What will happen in fact is it will kind of go somewhere else. So if I undo, it's here, I will run the command, command enter, it's somewhere else. And the reason for that is why it worked before in our simple case here in our simple example is because both were at the origin already and they both, the joint or the control and the joint had the same orientation. While here we have a separate orientation, a special one. And this has not the same orientation. So if I undo, you can see that the joint has this orientation. And the control has a completely different one. So here we can see why is facing up axis facing to the side on the joint, why is facing that way, axis facing up. So quite different, right? So what we have to do is, oh, and the values here are also different because we froze it already. So what we want to do instead is we want to bring those into the same space, into the same orientation and the same everything. So I'll delete that circle again, and I'll start over and drawing it the right way, how we can make this work. It's a NURB circle. Create a new one. And I want to bring it up here. But instead of snapping it now, what I will do is I will just parent it under this joint. I will take the circle, maybe scale it up to five again, what we did before. And now I will take that and I will parent it under this control parent. Then I'm getting values because now it's in a different space. It's no longer under the world. It's now in this space of that joint. And to maintain its position, it needs those values. So it kind of like needs to move over, move down, move forward and so on. So these are those values here. Now what we can do next is we can zero those values out. That will, oops, not of the joint of course, but of the control. So we zero the rotation and translation out to zero. And that will bring it in exactly the same space. So now at this point, the circle and the joint have exactly the same orientation. As you can see, x facing up, y facing in this direction, same thing for the joint. So they're identical in terms of their orientation and position. And now we can go in and we can un-parent this, un-parent. And now we have the values here that it needs to be in exactly the same position. So it needs to be rotated that much, it needs to be translated that much from the world, from the origin to be in exactly the same position as the joint. Okay, so this one is now has that same orientation it kept it, but it got values and we have that same orientation on the joint. So that's the important piece, okay? Those two objects having the same orientation, those two transforms, now our trick will work. So now we can select the shape and then we can select the transform and we can run our command, command enter, and now it will not change. So we'll just scale a little bit smaller, but that's because we hadn't frozen the scale when we did it. So let's undo. What we should do is we should freeze the scale. Actually probably we should have done it when it was still parented under. So let's go back, parent it under here again so we have the zero values, we have to scale with five. So let's freeze everything while it is parented under the joint. Freeze everything. That's the size and everything that we want. And we unparalleled it. So we'll end up with some values. That's fine. We keep them. We don't want to freeze those or zero those out. We want to keep them guaranteeing that it's in the same space. Then we select the shape and we select the joint and we run our command and now it should work. Command-Enter and you can see it didn't change position or orientation or scale or anything. But now if we click on the shape, it will select our FK root joint for us. Okay, and the same way we can do this other control here, the next one. So let's create another NURB circle. And not cylinder, circle, NURBS circle. And let's parent this under this joint. So we select the NURBS circle, select the joint parent P. Then on the nerve circle we will zero everything out, the rotation and the translation. We'll scale it up. So here if I remember correctly we used five for scaling. Then we will freeze it while it's still parented under. We'll freeze everything. That's the position that we want and we can see it has the same orientation as this control or disjoint rather. Then we take the circle unparented, edit unparent or shift P, shortcut. Then we select the shape and we select the joint and we run our little command here, command enter, that's it. Now if we select the shape, it will select the joint for us, because now the shape is parented under the joint. Okay, and we're left with these two empty transforms just like before in our simple example. We can delete those now, we don't need those anymore. And then we can come in here and we can do our color coding on our joint. we can rename our control first to be our joint first to be CTL now because that's what it is. So we convert our converting essentially our joint into a control that's controlled and joined at the same time and then we do the color coding. So we come in here into the attribute editor. That's kind of one down side of this method. We cannot easily see our shape here anymore. This is that we can only see the transform of the control. But what we can do is we can reveal, select it to find where it is or press F here in the outliner. And then we kind of find our shapes. It should already be there. So if we open this up, then here is our NURB Circle Shape. So what we can do is we can, well, we could probably also rename it, just to make it a little bit easier to read. could rename it like that and add shape to it. And we could kind of make sure that it's kind of immediately after the control itself by just moving it up here. And, but still if we select it, we don't see the shape showing up here because it's kind of like a special or like kind of a trick. So we can select the shape here though in the outliner and then enable over right here and then set our color coding appropriately and same thing here. We can use it in the attribute editor directly, but we can select it from here, NURBSCIRCLE shape, enable overwrite, set our color. If we wanna be 100% accurate, we should probably copy the name of the control and apply to the shape and add shape to it. That has a proper name, and then we can even move that up that it's sitting right under the control, control and shape are kind of together. And that's it, okay? So now we have those controls added or basically turned the shapes into or the joints into controls. Two things. First of all, we probably don't need translation on those because this is meant to only be rotated. And we don't need scale. And we don't need visibility. And we for sure don't need radius anymore. So we can lock everything here, lock and hide everything except for the rotation. And the rotation is still zero. So that's what we want to get back to. So we don't really care that we have translations on this one here, on this joint, because we're not going to translate this around anyway. We just rotate it. So that's fine if there are translations here and if there are translations on that one as well. We're not going to use that. Before we lock them though, I want to snap everything back to the top one here, the original position. So I'll take my blend hierarchy, the root, and snap it up. And I'll take my FK hierarchy and I'll snap it up. And now I will start and go in and lock everything that I don't want on these FK controls. So scaling, visibility, radius, translation, lock and hide, leaving only the rotation exposed. And same thing here. Translation, scale, visibility, radius, lock and hide. And that's it. Okay. So now we have a quick way of selecting our FK controls or arm FK root control. Perhaps this is not the best way now. So we can later think about changing that name to be something, you know, easier to understand read for the animators. So for example, we could call this up arm control or up arm FK control or something like that. But for And for now let's leave that because it will again make it easier for us to select things while we're still working on the rig. Now we can apply the same technique to the lag here too. Let's finish that up and repeat it while we're doing it. Synerps circle, right one. I'll parent it under the FK joint, parent, I'll zero everything out, scale it a little bit bigger. Duplicate it, parent it under this one, zero everything out, translation and rotation anyway, it's leaving the scale in here. Then I'll select both while they're still parented under their joints, their appropriate joints. And then I will freeze everything out. Everything is already zero except for the scale, but just in case, I'll freeze everything. Then I will un-parent them, edit un-parent. Now I can use our mouse script to parent those shapes. So this one, this shape goes under this control, our joint, parent-r-s. And then this shape goes under this joint, Enter. We have these empty transforms that we can delete. We have the joint that we have to rename to CTL. That joint is also CTL now. And you can snap those back. Snap those back. Using the V key again for snapping, then we can do our color coding here. So we have to find it in the Outliner. Reveal, select it. Open this up. So this is the first one, so let's change the name real quick, shape, move it up, and then do our color coding on that. I forgot to delete the history here, you can see those extra two nodes, you can delete that now, enable override, setting that to red, edit, delete by type history, so now they disappear, they're gone, and then I'll do it for the other shape as well. Change it to be red, change the name to be shape, and then move that up here as well. So now we have that working, and here we don't even have any history to delete. Now if we come in here, so you can see that they're a little bit small here, at least the root ones. So we can probably come in here and select those kinds and scale them up a little. It might be good to pick a value, you know, not just kind of scaling them up arbitrarily, but scale them up in a certain way with like a specific number. So we can kind of do the same thing on the other side because we haven't created those on the other side yet. It would probably have been better to scale them up while they were still their own. They still had their own transforms now that they're under the joins. It will make it a little bit harder and we have to scale the components up. But what we could try to do is use the last used melt command here to figure out how much we have to scale them up. So for example, if we clear that and we scale them up, that's kind of the command that we we just use in here, we have to scaling value. So if we now undo, and we use the first line, copy, paste it down in here. And now we can change this, for example, to scale it up twice as much, 2, 2, 2. And that's kind of pivot here for it. Now it's twice as big, right? That's probably too big, but you get the idea. Now if we use another value, maybe 1.3, 1.3, 1.3, and see if that works. that might be okay and then we can kind of use the same value on the other side when we do it. And then for the leg it's kind of the same thing or similar. Can select those guys. Here probably needs to be a little bit bigger. So maybe this one was for the up arm and then for the lower upper leg. Probably want something around this. So maybe we do want to have two in here. So 222. I mean what you can always do is kind of then translate them around and you can even rotate it if you want to and kind of align it in such a way that works well here. Move that around because as you're moving that around you're essentially just changing the shape of the control. Right, so if we do something like this, perhaps in scaling it, if we do something like that, then your control itself will kind of still pick the joint and rotate it, you know, because you're not changing the transform or anything like that. So the transform is still going to be like that. It might not look so good here with this control, but once we have everything on, it might actually make sense to rotate it like that. And it will probably be a little bit easier to pick perhaps than if it was straight, but I'll do that maybe later on. I'll undo here a couple of times, just to get it back to where we were. And I'll just scale it up twice so that we can have kind of the same on both sides. Just wanted to show it to you already, so, enter. That's wrong, I scaled the joint now, shouldn't have done that. You know what, let's leave that for now. We can always worry about the scale later on. Let's kind of move on to creating those on the other side, and then we'll create the foot. and we'll worry about the control sizes and shapes later on. So let's create the circles here real quick on the other side and move through it a little bit quicker. So FK, parent it under this one, P, zero everything out, scale it up five. We can probably already, we know that we scaled up this one, the first one, 1.3 units, so we can probably already scale it up 1.3 units. Before I do that, I'll do the other one that I didn't scale up. But this one here, well, let's do this for the other ones here too. Parent zero everything out, duplicate it, parent and address one, p zero everything out, translation rotations, here we go. And in that one, we have to scale up 1.3, so we can probably freeze that if we wanted to scale and scale it up 1.3 and it's more than we have it kind of the same size as that one, right? That's what we did. We can also do our color coding now if we want already before we even parent anything. So then we kind of have to look luxury of having a lot of shape nodes in here. So we come in here and set the shape to be blue and here set that shape to be blue as well. And those ones here as well. We'll just make it a little bit quicker. Okay, and then we use our trick here, and that's what I meant. So I would probably now go in and kind of like change it and, you know, do whatever I have to do to make it look the way how I want it to look, and then we'll freeze it and then we will do parenting the shapes. Okay, but in any case, so now that we have that next step, while they're still parented under, we want to freeze everything with the shapes that we're happy with. So freeze everything. And then we will unparrent everything, resulting in some values that we're getting here, making sure that those are still in the same space as the joints that they need to go under later on. And then we will parent the shapes now. So this one is this shape goes under this joint. We run our command. And then this shape goes on that joint. And now we can again use our G key. So we don't even have to run our command anymore. We can just hit G, at least we should. Here we go. So that parent's the shape. We select this shape and that joint hit the G key. We select the last one. Select that joint, hit the G key, and it repeats the last actions and now we have all those empty transforms again. We can delete those and we have everything set up. Now we have to rename those to be CTL. We can probably do the snapping here first too, actually, snapping those, snapping those, and then we rename the joints to CTL and then we'll do the locking and hiding. You can see if you're working on arms and legs at the same time, like how quick it can be. And I will lock the translation, everything except for rotation, really. Lock and hide. And then we can again hit the G key now as a shortcut, repeating the last action with those selected G, selecting those, selecting those, hitting G, selecting those, and those, and hitting G. Here we go. Pretty quick. Then the one last thing that's kind of still missing here is renaming those shape notes and kind of reordering. If that's what we want to do, we don't have to, but we can also, if we just want to change the name, which also we don't have to, but just to make it a little bit nicer looking than just having the rapsocal shape 3 standing in here. You can just do it from here, copy and then paste and add shape to it. And then here same thing, copy, paste and shape. Copy, paste and shape. Here we can see that we also have still some input, some construction history, makeNerbsOcal, and all that stuff and freezing. So let's delete the history on that guy, delete history. And then here, this is the last shape that we're missing to rename shape. Okay, here we go. And now we should be able to select those and we should still have our mirrored behavior. We did everything correctly and we do. We're still missing the blending here on the left side. I will probably do that at a later point. But for now, we're in a pretty good state. So let's save this as a new file and then here we go. And now let's take a short break and I will be right back and work on the feet."
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