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Add transcription for: week03 04 shoulders head and jaw.wav

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transcriptions/week03 04 shoulders head and jaw_transcription.json ADDED
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+ "text": " What I would like to do next with you guys is set up the remaining things that we can at least have our basic rig working. So I'll go in here and I'll reset everything first. And what I'll also do is, what I'm noticing here as I'm doing that, I forgot to lock and hide some attributes here on our FK controls for the legs. We don't want the translation there. We don't want the scale and the radius. lock and hide those, only leaving the rotation also here, same thing. Let's do that, lock and hide. Here we have it locked already and I think on the arms we did it too. Okay. And then it collapses altogether, making sure that we still have everything kind of nicely grouped here. Alright. So what are we still missing here? To call this a basic rig. We are missing some shoulders. We are missing a head, jaw control, maybe some eye controls. So let's work on those things and then let's do a quick skinning here as well. So for shoulders, we don't even have any joints here at the moment. What we want to do is we want to try to create something that kind of follows the collar bone here. So typically I start creating a joint right here that's where it should rotate from the shoulder and then I follow it through to here. It doesn't really matter, it could be a little bit lower or so, but that's what I usually do, especially here on a humanoid character like this. So let's go in and create some more joints. The joint tool, I'll draw this probably from the top here, or from the front. I'll go from here until, and again you can see me swapping or switching between wireframe and shaded mode. You could also use the ghosting mode here, but I usually don't use that. I just use kind of my two 4 and 5 hotkeys here. See where I want to place it and join, probably somewhere around here maybe. So let's call this our shoulder joints and let's look if we need to make some adjustments from back to forth. We can probably go a little bit further back here. Maybe something like that. Again, it kind of depends where you want your shoulder to rotate from when you're moving back and forth here. So maybe that. Let's do the naming here. So let's call this our shoulder root, following our naming convention, jnt and rshoulder and jnt. Then we want to mirror it over, mirror joint. And we already have the same settings as before. Behavior, right to left, and y and z. So let's see that. Here we go. So we have our two shoulder joints. And then we want to create all groups for that too. Shoulder groups probably don't need it, but let's do it remain consistent and do it kind of like how we started out. So let's call this shoulder group or shoulder rig. And then let's call this also left shoulder group. And let's parent them where they should go. So those two, the shoulders, they should follow obviously the chest group, right? That we have up here. So they should go under the body for sure, but they should even go deeper than that. So they should go all the way under the spine, the end of the spine. And here we have our chest group. So that's where we can put our shoulder groups in as well. And then if we try that bending, then they will follow, shoulder joints. Now we want to create some shoulder controls. So let's go in and again, I'll start with something to have it. And then we can later discuss if we maybe can find a better control for it, a better shape for it. Just go with a circle. Move that here back. What I want to do for that is I want to kind of maybe perhaps create something that looks a little bit like a shoulder blade. Let's see here. I'm going to Component Mode and pull these points around a little bit. OK. Maybe something like that. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. We could rotate it out a little bit, or a little bit further back. Let's see. Perhaps this for now. We'll call this our three steps. So renaming, shoulder CTL, freezing, everything, net position, and then giving it a color coding. So under object display drawing overrides enable override we'll put this to red. And then we also have some history going on here because we created from circles so let's go to edit delete by type history. There's actually four steps. And then we'll parent this control where it needs to go so it actually needs to go under the shoulder group that we just had, oops, not noted, or a window outliner. So we'll parent the shoulder control under the shoulder group. And now with this control, we want the pivot to be actually at the origin of the joint. So we can take the pivot and move it to this joint root. So that that's where the control is rotating from. And then we will take the shoulder joint and parent it under the control, simple hierarchy again. So now when we're using that, now we have a control, shoulder control, which will rotate around the same pivot us, the root joint, and it will take the joints with it because they're just parented. So very, very simple break. And then we can take the whole shoulder. Actually, we will do the same trick that we did for the hands and the feet just because it's such a simple rig and we haven't connected anything to it yet. So we'll just delete the left shoulder and take the right shoulder group. And here we don't even have to use the duplicate special because we don't have any custom attributes or anything. We'll just take the whole shoulder group and duplicate it normally. And then we'll replace the names here because we just have four things. We could probably also just do it manually real quick. We don't even have to do search and replace. just make sure they're all spelled L underscore. And then we'll also take the shoulder group break, you know, package and scale it. The origin or the pivot should be at the origin. If it's not, then you know you can move it there. And then for the left shoulder group, we'll just scale it with minus one, like with it with arms, with hands and feet. Then we should get our mirrored behavior on the controls. Here we go, Merit Behavior. And now the only thing that's missing is changing the color coding to blue. And we're done with our shoulders, simple shoulders for now. Okay, and now we can come in here and we can lock some of these attributes we probably don't want scaling. Translation maybe might be worth having a little bit of translation. For now let's be strict. We can always open these up later on again. But for now let's just give rotation up and down and rotation forward and back. We don't even want to have some twisting going on here. Okay, so let's lock all those. Actually, perhaps let's leave the translation, because that might actually be something that might be useful. Let's lock the scale and the visibility. And we can do that on both at the same time. So we'll select both, lock and hide. And then also there we set the twistings that would be rotate X. Lock and hide with those. Now what we are missing is the arms are not following the shoulders yet because they are still separate so we can also just parent them. We can just take the arm group and instead of being parent under the chest we now parent it under the shoulder control. We can either parent it under, we have a couple of different options. We can either parent under shoulder control or under the shoulder root joint or under the shoulder end joint. All that matters is that they follow whatever the shoulder control is doing here in terms of rotation or translation. So it does not really matter where we parent it under here, one of those three nodes. So for simplicity reasons, I'll just parent it under the shoulder control. So take the whole arm group, parent under shoulder control, and take the left arm and parent it under the left shoulder control. Here we go. And now if we test this this setup. Then we can see now that the IK arm is doing the right thing. you you you you you you you you you you you you you you you you you you you you you you you you you you",
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+ "segments": [
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+ {
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+ "text": " What I would like to do next with you guys is set up the remaining things that we can at least have our basic rig working. So I'll go in here and I'll reset everything first. And what I'll also do is, what I'm noticing here as I'm doing that, I forgot to lock and hide some attributes here on our FK controls for the legs. We don't want the translation there. We don't want the scale and the radius. lock and hide those, only leaving the rotation also here, same thing. Let's do that, lock and hide. Here we have it locked already and I think on the arms we did it too. Okay. And then it collapses altogether, making sure that we still have everything kind of nicely grouped here. Alright. So what are we still missing here? To call this a basic rig. We are missing some shoulders. We are missing a head, jaw control, maybe some eye controls. So let's work on those things and then let's do a quick skinning here as well. So for shoulders, we don't even have any joints here at the moment. What we want to do is we want to try to create something that kind of follows the collar bone here. So typically I start creating a joint right here that's where it should rotate from the shoulder and then I follow it through to here. It doesn't really matter, it could be a little bit lower or so, but that's what I usually do, especially here on a humanoid character like this. So let's go in and create some more joints. The joint tool, I'll draw this probably from the top here, or from the front. I'll go from here until, and again you can see me swapping or switching between wireframe and shaded mode. You could also use the ghosting mode here, but I usually don't use that. I just use kind of my two 4 and 5 hotkeys here. See where I want to place it and join, probably somewhere around here maybe. So let's call this our shoulder joints and let's look if we need to make some adjustments from back to forth. We can probably go a little bit further back here. Maybe something like that. Again, it kind of depends where you want your shoulder to rotate from when you're moving back and forth here. So maybe that. Let's do the naming here. So let's call this our shoulder root, following our naming convention, jnt and rshoulder and jnt. Then we want to mirror it over, mirror joint. And we already have the same settings as before. Behavior, right to left, and y and z. So let's see that. Here we go. So we have our two shoulder joints. And then we want to create all groups for that too. Shoulder groups probably don't need it, but let's do it remain consistent and do it kind of like how we started out. So let's call this shoulder group or shoulder rig. And then let's call this also left shoulder group. And let's parent them where they should go. So those two, the shoulders, they should follow obviously the chest group, right? That we have up here. So they should go under the body for sure, but they should even go deeper than that. So they should go all the way under the spine, the end of the spine. And here we have our chest group. So that's where we can put our shoulder groups in as well. And then if we try that bending, then they will follow, shoulder joints. Now we want to create some shoulder controls. So let's go in and again, I'll start with something to have it. And then we can later discuss if we maybe can find a better control for it, a better shape for it. Just go with a circle. Move that here back. What I want to do for that is I want to kind of maybe perhaps create something that looks a little bit like a shoulder blade. Let's see here. I'm going to Component Mode and pull these points around a little bit. OK. Maybe something like that. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. OK. We could rotate it out a little bit, or a little bit further back. Let's see. Perhaps this for now. We'll call this our three steps. So renaming, shoulder CTL, freezing, everything, net position, and then giving it a color coding. So under object display drawing overrides enable override we'll put this to red. And then we also have some history going on here because we created from circles so let's go to edit delete by type history. There's actually four steps. And then we'll parent this control where it needs to go so it actually needs to go under the shoulder group that we just had, oops, not noted, or a window outliner. So we'll parent the shoulder control under the shoulder group. And now with this control, we want the pivot to be actually at the origin of the joint. So we can take the pivot and move it to this joint root. So that that's where the control is rotating from. And then we will take the shoulder joint and parent it under the control, simple hierarchy again. So now when we're using that, now we have a control, shoulder control, which will rotate around the same pivot us, the root joint, and it will take the joints with it because they're just parented. So very, very simple break. And then we can take the whole shoulder. Actually, we will do the same trick that we did for the hands and the feet just because it's such a simple rig and we haven't connected anything to it yet. So we'll just delete the left shoulder and take the right shoulder group. And here we don't even have to use the duplicate special because we don't have any custom attributes or anything. We'll just take the whole shoulder group and duplicate it normally. And then we'll replace the names here because we just have four things. We could probably also just do it manually real quick. We don't even have to do search and replace. just make sure they're all spelled L underscore. And then we'll also take the shoulder group break, you know, package and scale it. The origin or the pivot should be at the origin. If it's not, then you know you can move it there. And then for the left shoulder group, we'll just scale it with minus one, like with it with arms, with hands and feet. Then we should get our mirrored behavior on the controls. Here we go, Merit Behavior. And now the only thing that's missing is changing the color coding to blue. And we're done with our shoulders, simple shoulders for now. Okay, and now we can come in here and we can lock some of these attributes we probably don't want scaling. Translation maybe might be worth having a little bit of translation. For now let's be strict. We can always open these up later on again. But for now let's just give rotation up and down and rotation forward and back. We don't even want to have some twisting going on here. Okay, so let's lock all those. Actually, perhaps let's leave the translation, because that might actually be something that might be useful. Let's lock the scale and the visibility. And we can do that on both at the same time. So we'll select both, lock and hide. And then also there we set the twistings that would be rotate X. Lock and hide with those. Now what we are missing is the arms are not following the shoulders yet because they are still separate so we can also just parent them. We can just take the arm group and instead of being parent under the chest we now parent it under the shoulder control. We can either parent it under, we have a couple of different options. We can either parent under shoulder control or under the shoulder root joint or under the shoulder end joint. All that matters is that they follow whatever the shoulder control is doing here in terms of rotation or translation. So it does not really matter where we parent it under here, one of those three nodes. So for simplicity reasons, I'll just parent it under the shoulder control. So take the whole arm group, parent under shoulder control, and take the left arm and parent it under the left shoulder control. Here we go. And now if we test this this setup. Then we can see now that the IK arm is doing the right thing. you you you you you you you you you you you you you you you you you you you you you you you you you you"
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+ }
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+ ]
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+ }