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Add transcription for: week04 14 variable fk spine pt2.wav

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+ "text": " Okay, let's look at how we can make a softer falloff here. The moment if we're bending, you can see it's just bending one joint depending on which position we're on, so we're on six, it's bending just this one joint. So let's see how we can add a falloff to that as well. And we want to make that variable also so that animators can, animating or setting the falloff, depending on how sharp or how curved they want to have that bent. So let's add another attribute here called falloff without any minimum or maximum for now, probably add that later on. So now if we bend this here, 90 degrees, see what we want to do is, if we increase the falloff, so let's say we set the falloff to, can maybe change it later on, but let's say the falloff is one, then we want to have a bigger falloff. So we want this second joint here and the one after or the first joint before and the first joint after those should also get a little bit of rotation at the moment they're getting none. So what we could try to do is we could try to see if this is six now, then it will be at a maximum and it will be fully on. But if we're increasing that just a little bit of maximum input to seven, And it will get a little bit of rotation because it's not quite at the maximum yet. Okay, so we set this to 7. Can see now we're getting a little bit of rotation here too. And same thing on the other one. The next one, one down. Again, we're looking the incoming position is 6. But at 6 it's just going to be at the minimum already. If we set this to 5 however, then you can see 6 is kind of between 5 and 5. where the maximum hits, which is kind of in between the six that we had before, six and eight, so that would be seven. That's at seven is where the maximum hits, but if we set this to five, then it takes it two numbers or two positions before it reaches the full maximum, right? And now we can see that leads to this getting some rotation as well. Not the full rotation, just kind of a part of it, okay? And this is still our main guy, so that still gets all of the rotation. So now that means what we can do is we set the minimum one below and the maximum one above. So that instead of having, like on the first one, we have two in between. One is the minimum, then at half it goes to the maximum, and then one step after it goes to the minimum again. So instead we're making these two versions now, if the fallout changes. Actually, let's just change it for now manually so we can actually see if that works. So we decrease the first one with one and we increase the second one with one. Or the input max we increase and input min we decrease with one, 0 to 4. Still keeping the middle part in the same number. So here the middle would be 3, so that would mean 1 and 5, right? And then this one would be Kind of go here 1 and 5, so the next one should be 2 and 6 2 and 6 and the next one should be 3 and 7 3 and 7 Then the next one 4 and 8 4 and 8 Next one, 5 and 9, again having 4 steps here. Where are we? 5 and 9, then 6 and 10, 6 and 10, and 7 and 11. Okay, here we go. Let's see what we get now with this. having one less on main and one more on max. So let's see what happens if we use our position. Now we can see it, we can still kind of step through here but we are always getting three joints rotating as opposed to just one. It's going to be a little sharper now so if we decrease that so you can see we're getting a less sharper bend here than what we had before. So for example, if we set this to 5, we get the full rotation here, the full bend on the middle guy, but the outer ones get a little bit partial rotation from it and the next one down is still 0. So that means that at a moment it is still kind of hard coded the falloff. So we change all of those if you remember. But what about if we add this falloff here into the mix somehow so that animators can actually decide if they want to have zero falloff or a falloff of one joint or falloff of two joints and so on and so forth. So the way how we can set that up is by changing these numbers here. So by default, we had zero and two. we want to now somehow change that to remove minus or remove one or add one or whatever the follow is set to. If it's one, then we want to remove slash add one. If it's set to two, we want to remove slash add two and so on and so forth to the input minimum and maximum values. The best way to probably do that would be with a plus minus node. So let's create some of those. So what we want to do is we want to use like these default values that we have if nothing else gets added then it should just be 0 and 2 for the first one. So we come in here into the plus minus node we go add two new items here to input 3D and again I'm using the 3D part here the portion because then we can always use more than just you know, two or one. So even if I leave the other ones empty, it just feels, makes it easier to use. So we want to kind of pick these numbers and say, okay, this is our defaults, zero and two. So what I'm going to do is on the input here, I'm going to say zero and two. So I'm using X and Y a little bit differently. So it's not kind of bent to its side. It's, it's for something else because we only need that once. It doesn't need to be, you know, three times. We just use it once. So 0 and 2, these are our default values. And I'm connecting these input or rather output X and output Y to my input here, so that I can keep it, but then I can add or remove numbers from it. So let's add those in here. So 0 and 2, we want to keep those. So we add output 3DX to input min, so let's say 0. And then the second one is for input max rather, zero and two. So we got to keep those numbers, but now we have them in our plus minus note, or coming from the plus minus note as opposed to just being entered there. So that means now we can remove one here and add one here or two or three, or however many we want, can add and remove numbers from those inputs. Okay. We do the same thing for all the other ones here as well. So I'll just duplicate it a bunch of times. Actually, nine times to be precise. Now what we can do is we have to set these numbers here for all of them. So the first one was zero and one. The second one, the default is 1 and 3. So we always add one and kind of step our way up. So 1 and 3 here, 1 and 3 is the default. There's nothing else added to it. 1 and 3, then 2 and 4, 3 and 5. That's what we started with these values, right? four and six, five and seven, six and eight, seven and nine, eight and ten, ten and eleven. That sounds a little bit off to me now. Let's check to make sure we got everything right. So, one, three, two, four, three, five, four, six, five, seven. Here is a mistake. Four, six, five, seven, six, eight. the next one right 6 8 7 9 8 and 10 okay and then we connect them the same way so we connect the output X always to the input min and the output max or sorry output 3D y to the to the second input here to input max. Minimum input max is how we want to connect it to. Let's connect those up. Output 3D x goes into min and y goes into max. Then we can connect them all up the same way. X to min, Y to max. X min, Y max. Just zapping through all of those. Min, max. You can see if you're doing it a bunch of times and it becomes actually pretty easy. As long as you remember where to click and kind of the right ones. Output x into min, output y into max, output x into min, output y into max. Here we go. All of them are connected up. At the moment, we're kind of back now to the default that we had before where it just kind of takes one joint. So it's pretty sharp. Okay. Only one joint. But now we have these plus minus nodes in here where we can now subtract or add whatever we want in terms of the falloff. So we can connect that falloff attribute that we have here. We can now connect that if it's zero, it shouldn't add anything to it, so then it will be this behavior but if it's one, then we're going to remove one from the min and we're going to add one to the max. So that means on our plus minus nodes, we can directly connect it into the 3D Y, into the second slot here for the Y, because here we want to add, right, all of those guys, we want to add one to all of them. So let's connect this directly in and then from the other one here into the min, we want to remove one, want to subtract one. So what we can do there is we can basically just use a multiplier to say, well, if this is one, our falloff attribute is one, we want actually minus one out of it so that we'll remove one from it. So let's set that up, let's create a multiplier and connect our falloff into input 3DX and then set this to scale with minus one so that means the output of that will be minus one now, so that we can add onto here. So we'll subtract one, right? 0 plus minus one, the output of the multiplier will be minus one. So let's add all those in. So all the output x or output x from the multiplier, we only have to use that once that goes into the first, sorry, into the second, but into the X. All of them. Second X. 2nd X and so on. x. I hope I'm not making any mistakes here because there's also one of the benefits of scripting it all up. It's less likely that you make mistakes, so you can just rerun it, but I think I got everything correct. So I connected all the, or this output x, I connected it into all these slots here. So if we look how this looks, we're subtracting minus one from it already because the falloff at the moment is set to 1. So we can see here the attribute editor 0 plus minus 1 is minus 1, the second one 1 plus minus 1 is the same as 1 minus 1 so that means it's going to be 0, here 2 minus 1 is going to be 1 and so on and so forth. And then into the other one we're going to add 1. So there we can directly connect from our falloff attribute into those input 3d1y channels. So directly we said, let's connect those up. The falloff was directed into the second one, but the y. second one why? second why? why? oops, wrong one, undo okay why? why? And the last one. Okay, so now we've connected all those up. Let's see what we get now. So now we have already the non-sharp version because we have set this to one. If we set this back to zero, then we can see now it's just bending one joint. If we set this to one, it's bending three joints. If we set this to 2, it's bending even more joints. Now it's bending 5 joints and we get a falloff here. That means if the animators are setting their falloff to something else, they're getting more joints involved. And we can still change that position of where it's happening, the bend. We set this to 1, then we get only 3 joints involved here in the bend, and again we can also change that position where it's happening. And finally, if we set this to zero falloff, then we get the band only on kind of one joint here. This is a round number. And then we can also kind of change the position where this happening. So you can see kind of like all works now. Right, we can send this to zero. So here we could potentially also change. Let's go to 5 here, maybe to the middle. We bent this and we increased that to the problem here. Maybe one problem, one small minor problem might be that it's kind of changing the bend, so it would be nice, I guess, if this was 90 and you're changing the falloff that it keeps the 90 degrees and just makes the arc here or the curvature smoother. would probably require a couple of other nodes on top. I'm probably not going to do it here, but I think this is already quite nice and quite advanced what you can do with this alone. You could potentially even have more than just one bend and position, or rather, you probably could have more bend and position for all of attributes so that you could have one bend and set the position wherever you want. You could have another bend and position to bend it somewhere else with maybe a different falloff and then you could add the results of both of them together. So you kind of replicate all this stuff twice and then you're adding the results of this plus the results of the other one with a plus minus average node, adding them together before they go into the joints. way then you could have two independent positions and bends. So one could be the lower one, the other one could be the upper one, and then you can even blend them over each other so that the upper one can become the lower one and the lower one can become the upper one if that makes sense.",
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+ "text": " Okay, let's look at how we can make a softer falloff here. The moment if we're bending, you can see it's just bending one joint depending on which position we're on, so we're on six, it's bending just this one joint. So let's see how we can add a falloff to that as well. And we want to make that variable also so that animators can, animating or setting the falloff, depending on how sharp or how curved they want to have that bent. So let's add another attribute here called falloff without any minimum or maximum for now, probably add that later on. So now if we bend this here, 90 degrees, see what we want to do is, if we increase the falloff, so let's say we set the falloff to, can maybe change it later on, but let's say the falloff is one, then we want to have a bigger falloff. So we want this second joint here and the one after or the first joint before and the first joint after those should also get a little bit of rotation at the moment they're getting none. So what we could try to do is we could try to see if this is six now, then it will be at a maximum and it will be fully on. But if we're increasing that just a little bit of maximum input to seven, And it will get a little bit of rotation because it's not quite at the maximum yet. Okay, so we set this to 7. Can see now we're getting a little bit of rotation here too. And same thing on the other one. The next one, one down. Again, we're looking the incoming position is 6. But at 6 it's just going to be at the minimum already. If we set this to 5 however, then you can see 6 is kind of between 5 and 5. where the maximum hits, which is kind of in between the six that we had before, six and eight, so that would be seven. That's at seven is where the maximum hits, but if we set this to five, then it takes it two numbers or two positions before it reaches the full maximum, right? And now we can see that leads to this getting some rotation as well. Not the full rotation, just kind of a part of it, okay? And this is still our main guy, so that still gets all of the rotation. So now that means what we can do is we set the minimum one below and the maximum one above. So that instead of having, like on the first one, we have two in between. One is the minimum, then at half it goes to the maximum, and then one step after it goes to the minimum again. So instead we're making these two versions now, if the fallout changes. Actually, let's just change it for now manually so we can actually see if that works. So we decrease the first one with one and we increase the second one with one. Or the input max we increase and input min we decrease with one, 0 to 4. Still keeping the middle part in the same number. So here the middle would be 3, so that would mean 1 and 5, right? And then this one would be Kind of go here 1 and 5, so the next one should be 2 and 6 2 and 6 and the next one should be 3 and 7 3 and 7 Then the next one 4 and 8 4 and 8 Next one, 5 and 9, again having 4 steps here. Where are we? 5 and 9, then 6 and 10, 6 and 10, and 7 and 11. Okay, here we go. Let's see what we get now with this. having one less on main and one more on max. So let's see what happens if we use our position. Now we can see it, we can still kind of step through here but we are always getting three joints rotating as opposed to just one. It's going to be a little sharper now so if we decrease that so you can see we're getting a less sharper bend here than what we had before. So for example, if we set this to 5, we get the full rotation here, the full bend on the middle guy, but the outer ones get a little bit partial rotation from it and the next one down is still 0. So that means that at a moment it is still kind of hard coded the falloff. So we change all of those if you remember. But what about if we add this falloff here into the mix somehow so that animators can actually decide if they want to have zero falloff or a falloff of one joint or falloff of two joints and so on and so forth. So the way how we can set that up is by changing these numbers here. So by default, we had zero and two. we want to now somehow change that to remove minus or remove one or add one or whatever the follow is set to. If it's one, then we want to remove slash add one. If it's set to two, we want to remove slash add two and so on and so forth to the input minimum and maximum values. The best way to probably do that would be with a plus minus node. So let's create some of those. So what we want to do is we want to use like these default values that we have if nothing else gets added then it should just be 0 and 2 for the first one. So we come in here into the plus minus node we go add two new items here to input 3D and again I'm using the 3D part here the portion because then we can always use more than just you know, two or one. So even if I leave the other ones empty, it just feels, makes it easier to use. So we want to kind of pick these numbers and say, okay, this is our defaults, zero and two. So what I'm going to do is on the input here, I'm going to say zero and two. So I'm using X and Y a little bit differently. So it's not kind of bent to its side. It's, it's for something else because we only need that once. It doesn't need to be, you know, three times. We just use it once. So 0 and 2, these are our default values. And I'm connecting these input or rather output X and output Y to my input here, so that I can keep it, but then I can add or remove numbers from it. So let's add those in here. So 0 and 2, we want to keep those. So we add output 3DX to input min, so let's say 0. And then the second one is for input max rather, zero and two. So we got to keep those numbers, but now we have them in our plus minus note, or coming from the plus minus note as opposed to just being entered there. So that means now we can remove one here and add one here or two or three, or however many we want, can add and remove numbers from those inputs. Okay. We do the same thing for all the other ones here as well. So I'll just duplicate it a bunch of times. Actually, nine times to be precise. Now what we can do is we have to set these numbers here for all of them. So the first one was zero and one. The second one, the default is 1 and 3. So we always add one and kind of step our way up. So 1 and 3 here, 1 and 3 is the default. There's nothing else added to it. 1 and 3, then 2 and 4, 3 and 5. That's what we started with these values, right? four and six, five and seven, six and eight, seven and nine, eight and ten, ten and eleven. That sounds a little bit off to me now. Let's check to make sure we got everything right. So, one, three, two, four, three, five, four, six, five, seven. Here is a mistake. Four, six, five, seven, six, eight. the next one right 6 8 7 9 8 and 10 okay and then we connect them the same way so we connect the output X always to the input min and the output max or sorry output 3D y to the to the second input here to input max. Minimum input max is how we want to connect it to. Let's connect those up. Output 3D x goes into min and y goes into max. Then we can connect them all up the same way. X to min, Y to max. X min, Y max. Just zapping through all of those. Min, max. You can see if you're doing it a bunch of times and it becomes actually pretty easy. As long as you remember where to click and kind of the right ones. Output x into min, output y into max, output x into min, output y into max. Here we go. All of them are connected up. At the moment, we're kind of back now to the default that we had before where it just kind of takes one joint. So it's pretty sharp. Okay. Only one joint. But now we have these plus minus nodes in here where we can now subtract or add whatever we want in terms of the falloff. So we can connect that falloff attribute that we have here. We can now connect that if it's zero, it shouldn't add anything to it, so then it will be this behavior but if it's one, then we're going to remove one from the min and we're going to add one to the max. So that means on our plus minus nodes, we can directly connect it into the 3D Y, into the second slot here for the Y, because here we want to add, right, all of those guys, we want to add one to all of them. So let's connect this directly in and then from the other one here into the min, we want to remove one, want to subtract one. So what we can do there is we can basically just use a multiplier to say, well, if this is one, our falloff attribute is one, we want actually minus one out of it so that we'll remove one from it. So let's set that up, let's create a multiplier and connect our falloff into input 3DX and then set this to scale with minus one so that means the output of that will be minus one now, so that we can add onto here. So we'll subtract one, right? 0 plus minus one, the output of the multiplier will be minus one. So let's add all those in. So all the output x or output x from the multiplier, we only have to use that once that goes into the first, sorry, into the second, but into the X. All of them. Second X. 2nd X and so on. x. I hope I'm not making any mistakes here because there's also one of the benefits of scripting it all up. It's less likely that you make mistakes, so you can just rerun it, but I think I got everything correct. So I connected all the, or this output x, I connected it into all these slots here. So if we look how this looks, we're subtracting minus one from it already because the falloff at the moment is set to 1. So we can see here the attribute editor 0 plus minus 1 is minus 1, the second one 1 plus minus 1 is the same as 1 minus 1 so that means it's going to be 0, here 2 minus 1 is going to be 1 and so on and so forth. And then into the other one we're going to add 1. So there we can directly connect from our falloff attribute into those input 3d1y channels. So directly we said, let's connect those up. The falloff was directed into the second one, but the y. second one why? second why? why? oops, wrong one, undo okay why? why? And the last one. Okay, so now we've connected all those up. Let's see what we get now. So now we have already the non-sharp version because we have set this to one. If we set this back to zero, then we can see now it's just bending one joint. If we set this to one, it's bending three joints. If we set this to 2, it's bending even more joints. Now it's bending 5 joints and we get a falloff here. That means if the animators are setting their falloff to something else, they're getting more joints involved. And we can still change that position of where it's happening, the bend. We set this to 1, then we get only 3 joints involved here in the bend, and again we can also change that position where it's happening. And finally, if we set this to zero falloff, then we get the band only on kind of one joint here. This is a round number. And then we can also kind of change the position where this happening. So you can see kind of like all works now. Right, we can send this to zero. So here we could potentially also change. Let's go to 5 here, maybe to the middle. We bent this and we increased that to the problem here. Maybe one problem, one small minor problem might be that it's kind of changing the bend, so it would be nice, I guess, if this was 90 and you're changing the falloff that it keeps the 90 degrees and just makes the arc here or the curvature smoother. would probably require a couple of other nodes on top. I'm probably not going to do it here, but I think this is already quite nice and quite advanced what you can do with this alone. You could potentially even have more than just one bend and position, or rather, you probably could have more bend and position for all of attributes so that you could have one bend and set the position wherever you want. You could have another bend and position to bend it somewhere else with maybe a different falloff and then you could add the results of both of them together. So you kind of replicate all this stuff twice and then you're adding the results of this plus the results of the other one with a plus minus average node, adding them together before they go into the joints. way then you could have two independent positions and bends. So one could be the lower one, the other one could be the upper one, and then you can even blend them over each other so that the upper one can become the lower one and the lower one can become the upper one if that makes sense."
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