Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 01 intro what do muscles do_frames.zip
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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 01 intro what do muscles do_frames_transcription.json
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"text": " Muscles with you guys and anatomy. I don't want to look at it from using a Maya muscle. I know that's an option that you can use but I want to look at it from a different standpoint a little bit and show you guys a couple of techniques that are not only applicable to muscles but on the examples of working with a muscle or multiple muscles here. Before we get started here, I first want to talk about how muscles actually work. Maybe some of you, most of you might already know that, but I still want to talk about that. Let me hide this one here, and I started creating one here already. So the way how a muscle works, or our body in general works, is that our brain tells us, Okay, we want to move our arm then impulses are getting sent through the nerves to that muscle and then that muscle is You know being told to to move to stretch or to not to stretch but to compress right? So what the muscle is doing? It's it's compressing. It's pulling and usually with muscles there are two attachment points one at the origin and then one at the end and and they're attached to the bone. So that means that when this muscle here pulls, what will happen is that it will pull the bone with it. So in computer graphics, we're actually trying to do the opposite. We have our controls, we're moving our arm. What we now wanna do is we kind of wanna reverse engineer it so that when we move our arm, we want our muscle to move. And then also probably get some compression here as well, because that's what's happening in real life. So if I turn this one on here, and I try the same thing again, then we can see if the muscle is getting pulled, it's preserving volume. And one thing to note about muscles is that it can only pull. They cannot push. So that's why we always have two opposing muscles. So here I kind of modeled a biceps muscle and on the opposite side you have the triceps here for the arm. So when you're moving inwards the biceps will pull and when you want to move in the opposite direction it's not that this one is going to push the biceps but instead the triceps which I haven't built here yet is going to pull. So it's going to pull the arm backwards. And that is also one of the reasons why, you know, like when you see people in the gym or you know, when you're working out, this is how you train the muscles by, you know, kind of like flexing the muscle. And then flexing the muscle this way will train your biceps and flexing the muscle the other way, you know, kind of extending it backwards will train your triceps. And this is true for pretty much all the muscles, also in the legs, in the, you know, area, pecs and the back, everywhere where we have muscles. It's kind of the same principle, so muscles can only pull. They will compress and therefore they will change shape or volume. And while they're compressing, because they're attached to the bone, they will pull that bone, which then essentially moves the arm. So in real life, it's exactly the opposite way than what we are trying to do here with rigging where we don't want to move the muscles, we want to move the bones directly, and then the muscles kind of should do the right thing underneath there. So why do we want to have muscles? There are a couple of reasons why you might want to add muscles to your, or a muscle setup to your character. One is volume preservation to help with keeping that volume a little bit. The second reason would be shape changes so that, you know, for example, we looked at as I think last week already with modeling a corrective, but you can also use muscles to kind of, you know, change the shape of your skin because there is a muscle underneath there that is moving, that is compressing and kind of like bulging out, for example, in the terms of the biceps. The biceps is probably the easiest muscle because I think we all kind of understand or know how it works. But again, the same principle applies to all the muscles. So we have volume preservation, we have shape changes, and then another reason would be the skin sliding. So in case you want to have the feeling as if skin is sliding over muscle or over bones, so that can also be accomplished with or that's kind of like what's happening, the skin is sliding over the muscles and over the bone in our body. And then the last or another reason, the fourth reason would be for jiggle. You know, when you want to have you know, fast movements and you want to have a little bit of automated motion. That's also something that muscles can be used for or can be good at. You don't necessarily need to use muscles for that. There are also other ways how you can achieve that. But in reality, that's kind of what's happening because, as I told you before, these muscles, they're attached on two sides. They're attached on one bone here, and then they're attached on another bone on the other side. And they're kind of pulling between those two bones to curl or bend those joints. And because they're doing that, or because they're only attached to two sides, the middle is kind of free. It's not attached. So that means it can jiggle. So if we try to turn it on here, dynamic, and then I've done something wrong here, and lost, I think, the volume preservation, but actually maybe not, let's see here. So if we now play this here, then we can see a little bit of jiggle here happening. And if we look at this with our mesh, then we can see a little bit of secondary animation here. This might be too strong. We can try to dial this down a little bit, maybe, see if that helps. There are a bunch of settings that we can tweak with that or that we can change. And I kind of want to look at how we can build such a muscle or how we can build such a setup that you can then not only use for muscles, but pretty much for a lot of different things as well in rigging. So before we get started with the technical part, I want to do something different today a little bit. Or this week, I want to first start by looking at some reference some real people so that we can see what we can actually see in real life. I put together quite a long list of some videos that we can watch, but most of it will probably be on you. So I don't want to spend too much time looking at YouTube videos, but just a few so that We could talk about a couple of things.",
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"text": " Muscles with you guys and anatomy. I don't want to look at it from using a Maya muscle. I know that's an option that you can use but I want to look at it from a different standpoint a little bit and show you guys a couple of techniques that are not only applicable to muscles but on the examples of working with a muscle or multiple muscles here. Before we get started here, I first want to talk about how muscles actually work. Maybe some of you, most of you might already know that, but I still want to talk about that. Let me hide this one here, and I started creating one here already. So the way how a muscle works, or our body in general works, is that our brain tells us, Okay, we want to move our arm then impulses are getting sent through the nerves to that muscle and then that muscle is You know being told to to move to stretch or to not to stretch but to compress right? So what the muscle is doing? It's it's compressing. It's pulling and usually with muscles there are two attachment points one at the origin and then one at the end and and they're attached to the bone. So that means that when this muscle here pulls, what will happen is that it will pull the bone with it. So in computer graphics, we're actually trying to do the opposite. We have our controls, we're moving our arm. What we now wanna do is we kind of wanna reverse engineer it so that when we move our arm, we want our muscle to move. And then also probably get some compression here as well, because that's what's happening in real life. So if I turn this one on here, and I try the same thing again, then we can see if the muscle is getting pulled, it's preserving volume. And one thing to note about muscles is that it can only pull. They cannot push. So that's why we always have two opposing muscles. So here I kind of modeled a biceps muscle and on the opposite side you have the triceps here for the arm. So when you're moving inwards the biceps will pull and when you want to move in the opposite direction it's not that this one is going to push the biceps but instead the triceps which I haven't built here yet is going to pull. So it's going to pull the arm backwards. And that is also one of the reasons why, you know, like when you see people in the gym or you know, when you're working out, this is how you train the muscles by, you know, kind of like flexing the muscle. And then flexing the muscle this way will train your biceps and flexing the muscle the other way, you know, kind of extending it backwards will train your triceps. And this is true for pretty much all the muscles, also in the legs, in the, you know, area, pecs and the back, everywhere where we have muscles. It's kind of the same principle, so muscles can only pull. They will compress and therefore they will change shape or volume. And while they're compressing, because they're attached to the bone, they will pull that bone, which then essentially moves the arm. So in real life, it's exactly the opposite way than what we are trying to do here with rigging where we don't want to move the muscles, we want to move the bones directly, and then the muscles kind of should do the right thing underneath there. So why do we want to have muscles? There are a couple of reasons why you might want to add muscles to your, or a muscle setup to your character. One is volume preservation to help with keeping that volume a little bit. The second reason would be shape changes so that, you know, for example, we looked at as I think last week already with modeling a corrective, but you can also use muscles to kind of, you know, change the shape of your skin because there is a muscle underneath there that is moving, that is compressing and kind of like bulging out, for example, in the terms of the biceps. The biceps is probably the easiest muscle because I think we all kind of understand or know how it works. But again, the same principle applies to all the muscles. So we have volume preservation, we have shape changes, and then another reason would be the skin sliding. So in case you want to have the feeling as if skin is sliding over muscle or over bones, so that can also be accomplished with or that's kind of like what's happening, the skin is sliding over the muscles and over the bone in our body. And then the last or another reason, the fourth reason would be for jiggle. You know, when you want to have you know, fast movements and you want to have a little bit of automated motion. That's also something that muscles can be used for or can be good at. You don't necessarily need to use muscles for that. There are also other ways how you can achieve that. But in reality, that's kind of what's happening because, as I told you before, these muscles, they're attached on two sides. They're attached on one bone here, and then they're attached on another bone on the other side. And they're kind of pulling between those two bones to curl or bend those joints. And because they're doing that, or because they're only attached to two sides, the middle is kind of free. It's not attached. So that means it can jiggle. So if we try to turn it on here, dynamic, and then I've done something wrong here, and lost, I think, the volume preservation, but actually maybe not, let's see here. So if we now play this here, then we can see a little bit of jiggle here happening. And if we look at this with our mesh, then we can see a little bit of secondary animation here. This might be too strong. We can try to dial this down a little bit, maybe, see if that helps. There are a bunch of settings that we can tweak with that or that we can change. And I kind of want to look at how we can build such a muscle or how we can build such a setup that you can then not only use for muscles, but pretty much for a lot of different things as well in rigging. So before we get started with the technical part, I want to do something different today a little bit. Or this week, I want to first start by looking at some reference some real people so that we can see what we can actually see in real life. I put together quite a long list of some videos that we can watch, but most of it will probably be on you. So I don't want to spend too much time looking at YouTube videos, but just a few so that We could talk about a couple of things."
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