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Add transcription for: week03 09 pt2 working on the left hand.wav

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transcriptions/week03 09 pt2 working on the left hand_transcription.json ADDED
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+ "text": " Alright, so that's fixed. Glad we found it now and not later. And now we can recreate our controls here. So circle, parent it under there. Now that would work a lot better. Now we have to correct orientation and everything. I was wondering about that before, already looked a little bit fishy. But now you can see now it's aligned exactly with kind of where the, you know, where it would rotate around. We didn't have that before. So we'll parent that. And the reason why we got into that situation at all was because if you remember, we took these axes and we rotated these axes manually on the thumb to kind of have the thumb rotate like that as opposed to up and down. Right. On these fingers, we didn't do that. We didn't rotate them manually, so therefore, these are fine. Or should be fine anyway. Let's double check. Ah, yeah, we don't have any rotation axes in those. OK, so those are zeroes, so that's OK. So then let's already duplicate that. So we can zero that out. and set the scaling to 1 and then scale it up uniformly again now we have got the correct orientation here on that join 2 that's what I was missing before duplicate it one more time, parent it to the tip see it right out scale that a little bit smaller we do our color coding color coding on that one, color coding on this one. And then we'll create our naming is still missing. So, and we need to freeze all of them too. Freeze all. And then this one is our thumb root control. Copy that name. That was the mid control. And that was the tip control. Thumb tip control. Okay. Now we'll create our groups here. Group that one, that one, and that one. Now we'll change the names of the groups to Orient Group. Actually, this one, orient group, and that one, orient group. And I will take this first orient group, the root orient group, and parent it to the hand. We're already starting to do before. This one, we go one up, parent it to previous joint. This one, we go one up, parent it to previous joint. And then we can now parent the, the joints here. So parent is there, this joint goes to this control and this joint goes to the tip control. Now it should work. Let's test this one more time. Now it does. So now we have to correct orientation here actually. Perfect. Those individual controls and the thumb culture all the still work. That was on the hand. thumb curl, here we go. Oh, we're missing, we connected them directly. We were also missing the multiplier here too. Let's try to fix that. So here with thumb call 11 now we have to figure out where it leads to. One of those multipliers, this one here. So it goes from here to this is the one that we want and this is the one that we want to connect to the three joints here now instead. one, two, three. Here they are. We can move them down. We can kind of bring them closer together. Okay, here we go. So now instead of going directly from the thumb curl into those rotate x values, we have to go through that multiplier which multiplies it with 10 so that we get the sensitivity back. So we go from output x, that's the one that we have curled, I'll put x into rotate x, first one, rotate x for the second one, and rotate x for the last one. And then we test it again one more time. That looks a little bit extreme, but it does work. Okay, probably we don't need the curl to go that much. It's a little bit exaggerated in the first place. What we could perhaps do is remap that a little bit differently or multiply it with something else so that 11 is not curling in quite as much. So we can go to the multiplier and we can play with this multiplier value to see how much we actually wanted to curl or be curled when it's 11. So perhaps something like that, perhaps 6. Okay. And then when it's curled out, so then we can kind of select all of them, all the curls, kind of curl it in and curl it out. Keep in mind that we haven't done waiting yet and we're also still missing some extra joints that we will add later on before we do the skinning or the deformations, the weights painting. So that's why it looks a little bit funky now. But just today we get the feeling of the hand, like kind of the ranges and everything. Seems to be working OK. All right. So that's that. And I think now we have everything working on this end. Well, we're still missing the visibility tweakers. We haven't done those yet. Connected those other fingers. So, select all those and bring those in here, maybe in a new tab. We can use it as an existing tab and clear the graph and just bring those in what we've selected now. And then we'll bring in the hand controller, which has that visibility attribute on it, down there. So we'll bring that in here. Add. And we probably have to unlock some of the visibility. Well, here on the thumb it's still there, but on the other ones I think we locked it away. So let's unlock that, unlock this, unlock that, and then connect the visibility. From tweak or miss to visibility. Here we go. Visibility here and another one. Visibility and the last one. Visibility. We have all those connected. If we test it, see if it's working. It does. So we can set the default to be 0. And then only when they need it, they can turn it on. All right. So now I think this hand is more or less done, at least in its first iteration, first pass. So then we can try to mirror it over again. Obviously now we have already skinning done, so we'll have to detach the skinning again. Detach skinning, we will go to the outliner. I think that was an extra needle that we had created, so let's delete that one, we don't need that anymore. And so let's find our left hand, reveal selected. We'll go to the whole hand and delete the whole group now. Delete that. And what we should probably do is, because there are now probably some multiply nodes and stuff that didn't got deleted. So we should probably go in and say, in the hyper shade, what you can do is you can delete unused nodes. So if we're looking here, we probably have some of those multipliers that belong to the left side after we duplicate it. So we can go in here and say delete unused nodes. And it did get rid of some of them. All these nodes here are for the eyebrows and the hair. So we can ignore them. It's a little bit unfortunate that they're here in this scene, but since it was an older model that I had, and I wanted to have it with eyebrows and hair, I might delete them before I give you guys that model. So then we'll take this hand again on the right side and mirror it over. So we'll go to all these actually good points. we have our constraint already in there. If we now duplicate special at this point, then the problem is going to be that it's also going to try to duplicate anything that's coming from here. So basically, you know, the locators and all that stuff as well. So I would recommend deleting the two constraints and we can recreate them. So deleting them will basically essentially disconnected from the arm again. Now we can take that because it's isolated again and mirror it over. So go to our duplicate special. I'm sure we've done that really in the beginning, but since we are kind of working iterative here, you know, we kind of like work on the first pass of the hand and we're kind of going back to it later. We'll have to kind of work around that. So duplicate special, okay, and then we should be able to mirror that over, but But first we have to go onto our new hand and make sure that the pivot is back at the origin. So I'll use grid snapping, put it at the origin here, because then if it's at the origin for the group, then we can just take the whole group and kind of bring it over. Minus one. Let's see if that worked. Okay, we have all of our controls here on this side now as well. see if all the other things are still working as they do. Then we'll have to change all the names and all the colors on this one. So now it's quite a bit more than it was before, of course, with all these extra groups and controls and everything. We can still, for renaming, we can still rename it recursively. So the whole hierarchy, if we go to search and replace names, we'll still apply the same thing. replace r underscore with l underscore and in the whole hierarchy. So now that did it, actually here I can see I forgot to rename those two groups earlier. So I'll do that now. So that was orient group. And that one is the orient group for the tip. is still wrong on the other side since we just copied it over, that's probably where it originated, so I'll check the other side here real quick to make sure that we have it cracked since on the index and when we step one up, yep, still wrong here too, so So we'll step one up and rename that to be Orient. And then same thing here for the tip. Control, we select it, I'll copy the name and we go one up and then we paste and rename it to Orient Group. There we go. And so now moving back here, we have the names now all changed recursively. So that's all LLL here everywhere. So you can see, can remove the one from the group, open this all up with shift, clicking on the plus just to check if there is any other groups that might have missed or any other naming that we might have to still do. But it looks okay now. And now we can do our color coding. Now with this again, with scripts, it becomes a lot more easy to do those changes, because now if we don't do it with script, if we have to do it manually, we kind of have to do it on all the controls one by one. Although there is a trick that I can also show you of using this spread editor, or I guess it's called attribute spreadsheet of doing that, changing all those names. So what we have to do is we have to select all the controls here. So I'll hide the joints and I'll try to get all these controls here selected if I can. See if that seems to have worked. Select all my controls here on this hand. Then we'll go to the general editor attribute spreadsheet. And here what we will see is I don't know if you guys have seen that before or used that before, but this is basically of everything that we've selected. We can see all the attributes all at once. So if we now go to all and then we can search for color here or apply a filter that we don't see all these attributes. Overwrite color is set to zero here, but there should be a, so that's just whether it is overwritten or not, I believe. Oh right, because we did it on the shapes, we didn't do it on the transforms on the wrong spot here. So what we can do now is to get to all the shapes is with all the controls being selected, we can just step down. So we'll use the down arrow key that in theory anyways just give us all the controls if it does work. Theory it should, doesn't work here for me. It might be that I think I have it overwritten with a different art key unfortunately. For you guys it should work If you're pressing down arrow key especially in Windows, I know I've used that before. If you're on a Transform, you press down arrow key, it should give you kind of the next, the child, the first child. So, should select the shapes. Here for me, I have to do a little bit of work around. I have to actually show the shapes and then select them all here. Just a little bit more tedious, of course. But we will survive. So I'll select all the shapes here, shape, shape, and then the hand shape. So we have three for the index, three for the middle, three for the ring, and three for the pinky, and then for the thumb here as well. And now that we have all these shapes selected, now if we come back here, shape, and then we can see over our color is set to 13 currently, which is that red. So now if we set it, I think it is, no, I'm not sure, I think it is 6, it's the blue. Let's test this. Yep, it did work. So now we've set all of them to blue instead of having to go into the attribute editor and like changing it with that slider for all of those shapes kind of one by one. Okay. Attributes, battery, it's very, very handy in those kind of cases. So now we have that all done. Colors are correct. Everything should be working fine. We can test it to make sure we have lost our skinning here now in the process or we detached it before because we murdered the whole hand over again if you remember. So we can get it back now if we want, just selecting our skinning joints, selecting our geometry skin, smooth bind. And so you can see how quick it becomes now with having this button here for selecting our skinning joints becomes very, very quick. Then we can then go in and kind of testing stuff out, set this to reference, selecting the control and testing stuff out to make sure it's all working the way how we expected and should be symmetrical to the other side, but you guys can test it in your own rigs.",
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+ "text": " Alright, so that's fixed. Glad we found it now and not later. And now we can recreate our controls here. So circle, parent it under there. Now that would work a lot better. Now we have to correct orientation and everything. I was wondering about that before, already looked a little bit fishy. But now you can see now it's aligned exactly with kind of where the, you know, where it would rotate around. We didn't have that before. So we'll parent that. And the reason why we got into that situation at all was because if you remember, we took these axes and we rotated these axes manually on the thumb to kind of have the thumb rotate like that as opposed to up and down. Right. On these fingers, we didn't do that. We didn't rotate them manually, so therefore, these are fine. Or should be fine anyway. Let's double check. Ah, yeah, we don't have any rotation axes in those. OK, so those are zeroes, so that's OK. So then let's already duplicate that. So we can zero that out. and set the scaling to 1 and then scale it up uniformly again now we have got the correct orientation here on that join 2 that's what I was missing before duplicate it one more time, parent it to the tip see it right out scale that a little bit smaller we do our color coding color coding on that one, color coding on this one. And then we'll create our naming is still missing. So, and we need to freeze all of them too. Freeze all. And then this one is our thumb root control. Copy that name. That was the mid control. And that was the tip control. Thumb tip control. Okay. Now we'll create our groups here. Group that one, that one, and that one. Now we'll change the names of the groups to Orient Group. Actually, this one, orient group, and that one, orient group. And I will take this first orient group, the root orient group, and parent it to the hand. We're already starting to do before. This one, we go one up, parent it to previous joint. This one, we go one up, parent it to previous joint. And then we can now parent the, the joints here. So parent is there, this joint goes to this control and this joint goes to the tip control. Now it should work. Let's test this one more time. Now it does. So now we have to correct orientation here actually. Perfect. Those individual controls and the thumb culture all the still work. That was on the hand. thumb curl, here we go. Oh, we're missing, we connected them directly. We were also missing the multiplier here too. Let's try to fix that. So here with thumb call 11 now we have to figure out where it leads to. One of those multipliers, this one here. So it goes from here to this is the one that we want and this is the one that we want to connect to the three joints here now instead. one, two, three. Here they are. We can move them down. We can kind of bring them closer together. Okay, here we go. So now instead of going directly from the thumb curl into those rotate x values, we have to go through that multiplier which multiplies it with 10 so that we get the sensitivity back. So we go from output x, that's the one that we have curled, I'll put x into rotate x, first one, rotate x for the second one, and rotate x for the last one. And then we test it again one more time. That looks a little bit extreme, but it does work. Okay, probably we don't need the curl to go that much. It's a little bit exaggerated in the first place. What we could perhaps do is remap that a little bit differently or multiply it with something else so that 11 is not curling in quite as much. So we can go to the multiplier and we can play with this multiplier value to see how much we actually wanted to curl or be curled when it's 11. So perhaps something like that, perhaps 6. Okay. And then when it's curled out, so then we can kind of select all of them, all the curls, kind of curl it in and curl it out. Keep in mind that we haven't done waiting yet and we're also still missing some extra joints that we will add later on before we do the skinning or the deformations, the weights painting. So that's why it looks a little bit funky now. But just today we get the feeling of the hand, like kind of the ranges and everything. Seems to be working OK. All right. So that's that. And I think now we have everything working on this end. Well, we're still missing the visibility tweakers. We haven't done those yet. Connected those other fingers. So, select all those and bring those in here, maybe in a new tab. We can use it as an existing tab and clear the graph and just bring those in what we've selected now. And then we'll bring in the hand controller, which has that visibility attribute on it, down there. So we'll bring that in here. Add. And we probably have to unlock some of the visibility. Well, here on the thumb it's still there, but on the other ones I think we locked it away. So let's unlock that, unlock this, unlock that, and then connect the visibility. From tweak or miss to visibility. Here we go. Visibility here and another one. Visibility and the last one. Visibility. We have all those connected. If we test it, see if it's working. It does. So we can set the default to be 0. And then only when they need it, they can turn it on. All right. So now I think this hand is more or less done, at least in its first iteration, first pass. So then we can try to mirror it over again. Obviously now we have already skinning done, so we'll have to detach the skinning again. Detach skinning, we will go to the outliner. I think that was an extra needle that we had created, so let's delete that one, we don't need that anymore. And so let's find our left hand, reveal selected. We'll go to the whole hand and delete the whole group now. Delete that. And what we should probably do is, because there are now probably some multiply nodes and stuff that didn't got deleted. So we should probably go in and say, in the hyper shade, what you can do is you can delete unused nodes. So if we're looking here, we probably have some of those multipliers that belong to the left side after we duplicate it. So we can go in here and say delete unused nodes. And it did get rid of some of them. All these nodes here are for the eyebrows and the hair. So we can ignore them. It's a little bit unfortunate that they're here in this scene, but since it was an older model that I had, and I wanted to have it with eyebrows and hair, I might delete them before I give you guys that model. So then we'll take this hand again on the right side and mirror it over. So we'll go to all these actually good points. we have our constraint already in there. If we now duplicate special at this point, then the problem is going to be that it's also going to try to duplicate anything that's coming from here. So basically, you know, the locators and all that stuff as well. So I would recommend deleting the two constraints and we can recreate them. So deleting them will basically essentially disconnected from the arm again. Now we can take that because it's isolated again and mirror it over. So go to our duplicate special. I'm sure we've done that really in the beginning, but since we are kind of working iterative here, you know, we kind of like work on the first pass of the hand and we're kind of going back to it later. We'll have to kind of work around that. So duplicate special, okay, and then we should be able to mirror that over, but But first we have to go onto our new hand and make sure that the pivot is back at the origin. So I'll use grid snapping, put it at the origin here, because then if it's at the origin for the group, then we can just take the whole group and kind of bring it over. Minus one. Let's see if that worked. Okay, we have all of our controls here on this side now as well. see if all the other things are still working as they do. Then we'll have to change all the names and all the colors on this one. So now it's quite a bit more than it was before, of course, with all these extra groups and controls and everything. We can still, for renaming, we can still rename it recursively. So the whole hierarchy, if we go to search and replace names, we'll still apply the same thing. replace r underscore with l underscore and in the whole hierarchy. So now that did it, actually here I can see I forgot to rename those two groups earlier. So I'll do that now. So that was orient group. And that one is the orient group for the tip. is still wrong on the other side since we just copied it over, that's probably where it originated, so I'll check the other side here real quick to make sure that we have it cracked since on the index and when we step one up, yep, still wrong here too, so So we'll step one up and rename that to be Orient. And then same thing here for the tip. Control, we select it, I'll copy the name and we go one up and then we paste and rename it to Orient Group. There we go. And so now moving back here, we have the names now all changed recursively. So that's all LLL here everywhere. So you can see, can remove the one from the group, open this all up with shift, clicking on the plus just to check if there is any other groups that might have missed or any other naming that we might have to still do. But it looks okay now. And now we can do our color coding. Now with this again, with scripts, it becomes a lot more easy to do those changes, because now if we don't do it with script, if we have to do it manually, we kind of have to do it on all the controls one by one. Although there is a trick that I can also show you of using this spread editor, or I guess it's called attribute spreadsheet of doing that, changing all those names. So what we have to do is we have to select all the controls here. So I'll hide the joints and I'll try to get all these controls here selected if I can. See if that seems to have worked. Select all my controls here on this hand. Then we'll go to the general editor attribute spreadsheet. And here what we will see is I don't know if you guys have seen that before or used that before, but this is basically of everything that we've selected. We can see all the attributes all at once. So if we now go to all and then we can search for color here or apply a filter that we don't see all these attributes. Overwrite color is set to zero here, but there should be a, so that's just whether it is overwritten or not, I believe. Oh right, because we did it on the shapes, we didn't do it on the transforms on the wrong spot here. So what we can do now is to get to all the shapes is with all the controls being selected, we can just step down. So we'll use the down arrow key that in theory anyways just give us all the controls if it does work. Theory it should, doesn't work here for me. It might be that I think I have it overwritten with a different art key unfortunately. For you guys it should work If you're pressing down arrow key especially in Windows, I know I've used that before. If you're on a Transform, you press down arrow key, it should give you kind of the next, the child, the first child. So, should select the shapes. Here for me, I have to do a little bit of work around. I have to actually show the shapes and then select them all here. Just a little bit more tedious, of course. But we will survive. So I'll select all the shapes here, shape, shape, and then the hand shape. So we have three for the index, three for the middle, three for the ring, and three for the pinky, and then for the thumb here as well. And now that we have all these shapes selected, now if we come back here, shape, and then we can see over our color is set to 13 currently, which is that red. So now if we set it, I think it is, no, I'm not sure, I think it is 6, it's the blue. Let's test this. Yep, it did work. So now we've set all of them to blue instead of having to go into the attribute editor and like changing it with that slider for all of those shapes kind of one by one. Okay. Attributes, battery, it's very, very handy in those kind of cases. So now we have that all done. Colors are correct. Everything should be working fine. We can test it to make sure we have lost our skinning here now in the process or we detached it before because we murdered the whole hand over again if you remember. So we can get it back now if we want, just selecting our skinning joints, selecting our geometry skin, smooth bind. And so you can see how quick it becomes now with having this button here for selecting our skinning joints becomes very, very quick. Then we can then go in and kind of testing stuff out, set this to reference, selecting the control and testing stuff out to make sure it's all working the way how we expected and should be symmetrical to the other side, but you guys can test it in your own rigs."
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