Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 04 split knee theory_frames.zip
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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 04 split knee theory_frames_transcription.json
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"text": " Okay, so here I have a very stylized leg or arm, so basically just a cylinder and three joints and the cylinder is weighted to the first joint and to the second joint. I have a little bit of an animation going on here, so this is kind of what we get by default more or less without changing anything. So we can see that the points here in the middle are weighted 50% between the top joint and the middle joint. So that results in that diagonal 45 degree bent here. And we can also see that these joints here, or these points are weighted more or less 100% to this joint. Those points are weighted more or less 100% to this joint. When we bend, there's a little bit of polyarn disjoint, but that's okay. But mainly it's about this one here. So when we look at this from myofrim from the side, you kind of see that what happens is it's losing volume. it's not the same thickness that it was here. So this is obviously thicker than if we bent it. We're losing volume here. So let's try adding more resolution in here. Okay, let's say this was our knee. So we added more rest in here and that we can now wait differently. So when we're bending that, we see that we get a little bit of roundness here and back Back here this also helps a little bit but it's still not very good so we're still losing volume and the thickness here is getting thinner. Let's take another look at the next one. So here I've done a little bit of waiting. Try to wait it as good as possible with just changing the skinning here a little bit. So here for example we can see that this is fully weighted to this joint and this loop here is fully weighted to the lower joint and we have that joint 45 percent or kind of 50 percent 45 degree angle 50 percent to the top joint 50 percent to the bottom joint or second joint here and then those are I think 50 50 or rather 25 percent to this joint 75 percent to the first joint and this one should be the other way around so 25% to the top joint and 75% to the bottom joint. So this is kind of what we get when we change the weighting a little bit. So it's getting a little bit better so we're maintaining the thickness here anyways, but we are still losing volume. What I really want is that this is kind of like pushing out and maybe this should come forward a little bit more, get a sharper crease here. Let's look at the next one. Okay, here we go. So here what I've done is I've added a partial joint. So basically one joint that's parented under the top joint, and it rotates 50% with the second joint. So here we can see, actually if I rotate it, then we can see the disjoint here gets 45 degrees. So it's 50% from this joint. That's basically just done through a math node, through a multiply divide node. That's 50% of the rotation. We can see now that, if I try to go into the wireframe, that this actually maintains its thickness. Okay, so we're not losing volume anymore because now we have an own dedicated joint to do the rotation as opposed to relying on the weighting. So we're maintaining the thickness and that looks a little bit better now. Especially if we go into a smooth view here on those guys, we can see here a lot of volume loss here a lot better already. And we have basically this middle edge here, 100% weighted to the partial joint. And this edge, 50% between the partial joint and the top joint. And this edge, 50% between the partial joint and the lower joint that's rotating 90 degrees. So that's already better. Let's take a look at the next one. Here what I've done is I've split the knee into two joints as opposed to one. Because even with this one, and actually let's hide this again and look at something else here with this, so this already looks better if we only intend to rotate it 90 degrees. But what about if we try to rotate it 180 like here. So what we can see here is it's basically collapsing on or into itself. So even if this was a leg and we wanted to maybe just try to do something like that, like a knee-link position, And what we can see here is we have a lot of skin that's kind of colliding into each other here or overlapping, right? Because essentially we just have one rotation point. So that's what the split is here for. So if I take a look here, we have basically two knee joints as opposed to one. And like one joint is moved a little bit up, the second one is moved a little bit down. And if we're now looking at this, this is what we get without anything else. that's split. Okay, so 90 degrees, get something like this, and 180 degrees, we can now bend the knee kind of 180 percent or 180 degrees. Okay, this might not look like a leg yet, but bear with me. So this is kind of what we get if we have two joints, and they're both rotating 90 degrees as opposed to 180 degrees, like this one here. And then let's Let's take a look at the next one here. So here what I did is I also added these partial joins back in that we saw previously. And this gives us something like this here. And the great thing about these partial joins, by the way, is that first of all we can see with these partial joints, we're not losing the volume here. So we're keeping that volume a little bit better. And second of all, with these partial joints, what we can also do is on top of that, we can translate these partial joints in and out, for example, or we can also scale them if we want to. Okay. And then here in the last section, what I did is I tried to make more look like a leg. So here we can see obviously this is like a huge, knee, that's not really realistic, it's more like a tube that's being deformed. Two joints, but if we move these two joints closer together and also the edge loops closer together, then we basically have this here. So here I moved everything closer, and now if we try to bend this, then we can actually see this starts looking more like a leg now. And we can see the intersections here are pretty minimal, so we can kind of sculpt that maybe with the corrective shape or something later on, but it helps certainly with kind of like a kneeling position or something like that, okay? Because we can go pretty extreme with this, which with this solution here with only one joined, we couldn't really do. Okay? So that's what this split knee is for. So let's take a look at how we can actually set it up in our character.",
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"text": " Okay, so here I have a very stylized leg or arm, so basically just a cylinder and three joints and the cylinder is weighted to the first joint and to the second joint. I have a little bit of an animation going on here, so this is kind of what we get by default more or less without changing anything. So we can see that the points here in the middle are weighted 50% between the top joint and the middle joint. So that results in that diagonal 45 degree bent here. And we can also see that these joints here, or these points are weighted more or less 100% to this joint. Those points are weighted more or less 100% to this joint. When we bend, there's a little bit of polyarn disjoint, but that's okay. But mainly it's about this one here. So when we look at this from myofrim from the side, you kind of see that what happens is it's losing volume. it's not the same thickness that it was here. So this is obviously thicker than if we bent it. We're losing volume here. So let's try adding more resolution in here. Okay, let's say this was our knee. So we added more rest in here and that we can now wait differently. So when we're bending that, we see that we get a little bit of roundness here and back Back here this also helps a little bit but it's still not very good so we're still losing volume and the thickness here is getting thinner. Let's take another look at the next one. So here I've done a little bit of waiting. Try to wait it as good as possible with just changing the skinning here a little bit. So here for example we can see that this is fully weighted to this joint and this loop here is fully weighted to the lower joint and we have that joint 45 percent or kind of 50 percent 45 degree angle 50 percent to the top joint 50 percent to the bottom joint or second joint here and then those are I think 50 50 or rather 25 percent to this joint 75 percent to the first joint and this one should be the other way around so 25% to the top joint and 75% to the bottom joint. So this is kind of what we get when we change the weighting a little bit. So it's getting a little bit better so we're maintaining the thickness here anyways, but we are still losing volume. What I really want is that this is kind of like pushing out and maybe this should come forward a little bit more, get a sharper crease here. Let's look at the next one. Okay, here we go. So here what I've done is I've added a partial joint. So basically one joint that's parented under the top joint, and it rotates 50% with the second joint. So here we can see, actually if I rotate it, then we can see the disjoint here gets 45 degrees. So it's 50% from this joint. That's basically just done through a math node, through a multiply divide node. That's 50% of the rotation. We can see now that, if I try to go into the wireframe, that this actually maintains its thickness. Okay, so we're not losing volume anymore because now we have an own dedicated joint to do the rotation as opposed to relying on the weighting. So we're maintaining the thickness and that looks a little bit better now. Especially if we go into a smooth view here on those guys, we can see here a lot of volume loss here a lot better already. And we have basically this middle edge here, 100% weighted to the partial joint. And this edge, 50% between the partial joint and the top joint. And this edge, 50% between the partial joint and the lower joint that's rotating 90 degrees. So that's already better. Let's take a look at the next one. Here what I've done is I've split the knee into two joints as opposed to one. Because even with this one, and actually let's hide this again and look at something else here with this, so this already looks better if we only intend to rotate it 90 degrees. But what about if we try to rotate it 180 like here. So what we can see here is it's basically collapsing on or into itself. So even if this was a leg and we wanted to maybe just try to do something like that, like a knee-link position, And what we can see here is we have a lot of skin that's kind of colliding into each other here or overlapping, right? Because essentially we just have one rotation point. So that's what the split is here for. So if I take a look here, we have basically two knee joints as opposed to one. And like one joint is moved a little bit up, the second one is moved a little bit down. And if we're now looking at this, this is what we get without anything else. that's split. Okay, so 90 degrees, get something like this, and 180 degrees, we can now bend the knee kind of 180 percent or 180 degrees. Okay, this might not look like a leg yet, but bear with me. So this is kind of what we get if we have two joints, and they're both rotating 90 degrees as opposed to 180 degrees, like this one here. And then let's Let's take a look at the next one here. So here what I did is I also added these partial joins back in that we saw previously. And this gives us something like this here. And the great thing about these partial joins, by the way, is that first of all we can see with these partial joints, we're not losing the volume here. So we're keeping that volume a little bit better. And second of all, with these partial joints, what we can also do is on top of that, we can translate these partial joints in and out, for example, or we can also scale them if we want to. Okay. And then here in the last section, what I did is I tried to make more look like a leg. So here we can see obviously this is like a huge, knee, that's not really realistic, it's more like a tube that's being deformed. Two joints, but if we move these two joints closer together and also the edge loops closer together, then we basically have this here. So here I moved everything closer, and now if we try to bend this, then we can actually see this starts looking more like a leg now. And we can see the intersections here are pretty minimal, so we can kind of sculpt that maybe with the corrective shape or something later on, but it helps certainly with kind of like a kneeling position or something like that, okay? Because we can go pretty extreme with this, which with this solution here with only one joined, we couldn't really do. Okay? So that's what this split knee is for. So let's take a look at how we can actually set it up in our character."
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