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Add transcription for: week02 03 hand and fingers.wav

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transcriptions/week02 03 hand and fingers_transcription.json ADDED
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+ "text": " Okay, so while we are working here on the hands, let's continue on and add some finger controls right away at this point. So for that, I'll just create some custom attributes to create some simple curl controls, kind of very similar to what we were doing with the spine early on, just that we get at least five curls here for all the different fingers that already gives us a lot of flexibility over the fingers. So let's come under the hand control and add some more attributes here. So I'll add a index curl, add that and then a middle curl and then a ring curl. and a pinky curl. And also a thumb curl. Now you can see that I started with the index, kind of like those four fingers here, and then I'll add the thumb at the end. So perhaps I want them to be in order. Perhaps I want the thumb to be first here in that order, and then the index and then middle ring and pinky. So how can we reorder these attributes? Unfortunately, we cannot just drag and drop them. That would be nice to be able to do that. But, and you know, there are some tools out there, some mail scripts that people wrote over the time that can help you reorder these attributes. But I wanna show you a trick here in Vanilla Maya, if you don't know that already, how we can reorder these attributes. And that is what we can do is we can just delete the attributes that are before that. So kind of like all the attributes before which we want to add that thumb curl attribute. So if we go in and we say, edit, delete, select that attributes, the attributes, we'll delete them. And now we just use undo. So we just go to command C or control C on Windows. And now you can see the thumb curl will remain the same, but it will add those attributes that we deleted and then undid it will add them towards the end and kind of in the reverse order. ring middle index. So we want to reverse those as well. So that index would again be on top. So we can do the same thing again. We can just go delete attributes and undo again. And then there will be reordered again from last to first. Okay, so now we have them in the right order. Now we have thumb curl index, middle, ring and pinky the way how we wanted it. So this is a neat trick to, very simply reordering those attributes, just deleting them and then undoing. I think that's also the way how most of the scripts that are out there actually work. They just under the hood delete these attributes and then they undo. So now that we have these attributes for starters, let's connect them up here. There are a couple of different ways how we can go. We could do it with set-driven keys for example or we could go with math notes. For me personally most of the time I actually prefer math notes but you might as well do it with set-driven keys. Actually one attribute that I kind of forgot that I add most of the time right from the beginning is kind of a spread attribute so we can spread all these fingers apart. It's just at one spread for kind of those four fingers and then I'll leave the thumb separate. So let's add that right away, add attribute, let's call this bread. Here we go. So let's first go with math notes here and then maybe later on we can also look at the setRivnKeyWay method or what you know, talk about maybe what the benefits could be if we have time. So here I'll go to New Tab and then I'll add that in here, the control, graph, and select it. And I'll start with my first three fingers, or three digits here, and I'll add those in, graph, and select it. And I'll connect them up and for, we already fixed our axis, so bend is going to be x or curl here in this case, we'll connect our curl index curl to the rotation x, all of those. So we can reload the next joint connected to not y but x and then the last one connected to x. Now if we test that, we should have our index curl already working and it does. Then we can connect the other ones here as well, but before we do I want to talk about one other thing here and that is kind of the speed at which to spends. So here you can see it's kind of bending pretty slowly. So we have to kind of curl a lot or we have to scrub that invisible slider here. If we go on to the attribute and we use middle mouse button we get this invisible slider so we have to cross it along or across the whole screen here almost to kind of be able to curl this all the way in or all the way out. So it's quite a long slide and quite a lot value so we have to kind of put it all the way up to 100 to get it fully curled in while 10 is only curling it a little bit. So how can we make this more sensitive so that maybe at between 0 and 10 is kind of like where it curls. So at the moment this kind of relates to degrees. So if we set this to 90 you can see each of these joints rotated 90 degrees. So if we want this to be more sensitive what we could do is we could add a math node in here, a multiply divide node in between. So if we create multiply divide nodes, we can just use the filter here to multiply divide. Then we can take that index curl, go into the multiply node from index curl into input 1x for example, first one available, and then we can take this value and we can multiply it with 0.1 which will make it more sensitive and then we can connect it to the output or result of that to the rotation x. Let's try that. Rotate x. And now I made a mistake. Should have connected this to x. And then this one, reload, connect this to x. And then this one, reload, connect it also to x. We go again, refresh problem because there are There are probably some minocombers in there, but if we hit refresh, then we can see what it actually does. So it is connected now through the multiply divide node. So now if we try that again, our index call, actually that was wrong. So now it's even more sensitive, but now we can just come in here and multiply this with 10 instead. That's what I should have done. And now you can see that it's much more sensitive. So I just have to scrub a little bit. And if I go to 9, then we can already see now all these joints have 90, because we're essentially multiplying 9 by 10. So the result will be 90. So all these joints will be rotated 90 degrees now. And now we have it more sensitive. So that's maybe a little bit better than we don't have to scrub so endlessly. And if we want smaller increments, not just kind of, By default, you can see it's rotating 2.5, 2.6, 2.7, so 0.1 increments. But now we can hold down, I think it's shift. Shift will go in bigger increments, so 0.1 increments, or 1 point increments, full increments. And then I think it is another one. I think it's control. If you hit control and scrub, then you can see it's doing it in 0.01 increments. So either shift or nothing or control, that's how you can change the sensitivity on these values as you scrub. But by default, we'll get something that's kind of reasonable. So putting it to 9 or to 10, it's kind of curling it all the way in. And now what we can do is we can probably also put in some limits because we don't want the animators kind of going all full circle here around. So we maybe want to limit it up here kind of 11 or so. I would always go a little bit more than what you think. So 10 is probably reasonable. But then I would give a little bit more just in case. So maybe 11 might be a good limit. And then up might be the same thing. So if you think this might be realistic, I would give a little bit more just in case. So maybe minus 3. minus 3 to 11, so now we can add this attribute and put minus 3 to 11, and then it's going to be limited in that range. We can put it for all the add-res attributes here as well, or we can connect it up first. So let's connect the other ones. So we only have used the first channel here so far, so we still can use the other two channels for our next two joins. So we can, for example, go, the first one was index finger, then we will go with middle finger for input y and ring finger for input z, and then for the other two joins, or fingers, the thumb and the pinky, we have to then use a new multiply divide node, because here we We only have three channels, only three fingers can go onto that. Can multiply those also with 10. And then we can connect that up to the next finger, so middle would be next. Add those in, grab add, select it, and go from translate Y now, the second one, right, for the middle finger. Output Y goes into rotate X. second joint, oops, rotate X, be careful here, and then here rotate X as well. So those are now all connected and rotate X and we can test it, see if that works. And it does, because we all have R11 kind of being the maximum and minus 3. We have to set our limits here too. So let's go edit, set them on all of them while we're at it. So minus 3 to 11, minus 3 to 11 ring, it's also minus 3 to 11 thumb curl here is, let's put all of that, maybe we'll need different values for the thumb, we will see. And then it goes from 11 to minus 3. And then now let's continue on here and take the next finger here, which is the ring, and connect it in from the set here. Graph, add selected objects to graph, and connect those up into output set now. The last one that we have available here, rotate X, first joint, reload, rotate X, and last joint reload, root it X. Now those are connected. Let's test ring and it does work. Okay, so now those three fingers are covered. Now we have the thumb and the pinky left. So let's create another multiply divide node for those and go from our control into the multiply divide node. We get those multiplied as well. So we go from our thumb curl into the first one and then pinky into the second one, for example, that's available here. We multiply those with 10 as well and then we go from here into the next finger. So we started with the thumb, so let's start with that here too. And we connect from x into the rotation. That's the thumb, x and pinky was y, right? So rotate x, first one, second one, rotate x and third joint, also rotate x. That's the thumb. Let's test thumb curl. That's working. And you can see we get from minus 3 all the way to 11. So it's probably also working, I guess. Perhaps we can change it up later on once we did our skinning, but let's go with that for now. And then we have the pinky curl. So that's the last one missing. curl that was going into the input one Y. So we have to take the output Y and put it into the pinky joints. Graph adds a vector to graph. Then we'll connect those up here. It's output y into rotate x, reload, rotate x, reload, rotate x, and then we can test and it's working. Now we should have all the curls working here together, so we can call it in and out. And then last but not least, we can talk about the spread here also. So the way how I start with the spread, I do another multiply divide node. Oops, that's where I wanted to put it, not up there. And let's first connect it directly into those joints here. Take all those root joints, we should already have them up here anyway. We can move them down a little bit closer together here, all the root joints. Let's first connect them without a multiply divide node. So we want to connect the spread into the side motion. So that would be Z. Let's connect that up. So spread into rotate Z. For all of them, rotate Z. Rotate Z. Rotate Z. Now, if we use our spread, then I will see that we'll all go to the side, but all to the same side. So if we put 50 here, for example, or 20, we actually want this one to go to the opposite side, right? Not 20, but minus 20. So that's where the multiplied divider comes in now. So what we can do is we can, for all these three drawings, we can actually multiply them with something, OK, and kind of make them go into the opposite direction by, for example, using a negative multiplier. So what I'll do is I will go from the spread into the input, all of them, or three. And then I will go one by one from index middle ring into their rotations from here. Okay. And then I go from output of the multiply. The first one is it for index, rotate set. The next one is for the middle. So output Y goes into middle, rotate set, and set goes into the ring, output set, rotate set. And by doing that, now we have these individual attributes that we can then just multiply. So the first one was for the index finger. So if I now multiply that, you can see that we can change where it is. So if we set this to minus 1, for example, now what it will do is we'll take this, write 20, multiply with minus 1, so the result will be minus 20, and that's what it will put here into the finger, right? And the same way we can now kind of apply to the other attributes here as well, so we can just take this and apply it, for example, multiply with minus 0.5, so we'll go into the opposite direction, not quite as much as disjoint. And that one here, we can then also multiply perhaps with 0.5 so that it all goes all the way. So now we kind of have a more even spread. If we spread this more, you can see that it's separating. These two are closer together than those two. So perhaps we have to change these values up a little bit. So we can now manually kind of tweak it so that it looks good. and perhaps 0.2 and here perhaps 0.3. Let's try that 0.3. Perhaps here is 0.3 as well. Here we go. So that seems to be pretty even now. Also if we spread out, you can see that the distance between each of these fingers is quite even by multiplying with these values here. And the last one that doesn't use a multiplier, it's just using kind of the value directly and that one is kind of the opposite and then here we have our special multipliers in there. At the moment here with the spread now we kind of have the same or similar problem that we had before with, you know, perhaps we have to scrub a little bit much for those two spreads that would maybe be the maximum here at 30. So perhaps it would be nice to have also a multiplier of that spread attribute. So if we want to do that, let's go to a separate tab here and show what we have connected so far. So we could take the spread and before it goes into the multiplier here, if I set it to 10 for example, we could perhaps multiply it before it even goes in here. And before it comes to this joint here, there is this extra joint. Let's show that here too, add pinky root, which I'm surprised that it doesn't show the connection here between those, probably also because we don't see the unit conversion, but you know that the spread is directly connected into the rotate set here. So if we add a new multiplier in between there and we take the spread attribute, come in here and now we can multiply it with whatever we want. So for example 5 or 10 something like that. And we go from here into this joint directly, I'll put x into rotate, said that's what was spreading. And then we go also into this multiplier, into the second multiplier that then is responsible for doing the spreading itself. So output x goes into input into all of those inputs that we kind of just inserted in between here. And what we'll now get is that you can see it's much more responsive. So we only have to use a little bit of values and we're immediately kind of getting that or now we can just come in here and play with how much we wanted to be amplified and what the maximum spread should really be, perhaps it should be 10 or so. That might be a good limit. And then coming in here, it might be minus 5 or something like that. That's probably OK. So let's set those, minus 5. And then the maximum was 10. And then we have our limits. Perhaps even we could set it to 5 here. that's probably even enough for spread. I don't think that we need to go that far. So perhaps from minus five to five, that's kind of like the way, you know, by default we have the fingers already kind of spread apart here. So let's change this one more time to five and minus five for starters now. And you can also see that I'm just doing it on those four fingers. I typically kind of leave the thumb out of the spread because then we can come in here and do a separate spread value or a kind of rotation just for the thumb to keep that separated from that. So let's add that also. Add attribute thumb spread. And we can probably also add a multiplier for that as well before it goes into the thumb. So I'll use another one here. We could also use the same one, you know, here in this one for example, we only have used the first one so far. So actually let's go with the same one. You can save another node here. It doesn't really matter whether you create a new node here. It's kind of the same, you know, the same connections or number of connections that you have. So here I'll rename this also, I'll call this R and spread multiply divide MDI. And then that was also for the spread but for the finger, so let's call this R and spread B multiply divide. And that could be kind of the main spread or the main multiplier here in a way, right? Let's call this A, spread A, and then we have spread B because here we are separating those out. And then, so spread A could also kind of be for the thumb. So then we use the thumb, spread, and go into the next available attribute here, input Y, and we can multiply that with five also perhaps. And then we go from here into the thumb joint graph and select it. And then here it should be probably rotate set as well. Let's check. Yep, it's rotate set. Output. Output Y and then rotate set. And then if we try it out. we have our thumb spread and we're just kind of going up and down here in a way you know according to this spreading of the thumb and then we have the spreading of the fingers. If we use both the moment the thumb is kind of going to in the opposite direction but now we have a very very easy way to kind of fix that by just coming into our spread A and changing that instead of 5 to be minus 5 and that will kind of make it go into the opposite direction now if we wanted to be able to kind of move them, you know, spread them in kind of the same direction here. And we can set our limit on the thumb spread as well, which we don't have at the moment, so let's set this to minus 5 and 5 as well. minus 5 and 5 and then let's set those to 0 and then we're good to go. Here we go. And we have our thumb curl. Can spread the thumb. Or kind of like move it up and down in a way. So that's all working and just having these few attributes here on our fingers already gives us quite a lot of flexibility. We will add more controls later on, but for now I think this is a good starting point and we can already create quite a lot of finger poses here. Okay, so that's for the hand, and next we will start looking at the feet.",
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+ "text": " Okay, so while we are working here on the hands, let's continue on and add some finger controls right away at this point. So for that, I'll just create some custom attributes to create some simple curl controls, kind of very similar to what we were doing with the spine early on, just that we get at least five curls here for all the different fingers that already gives us a lot of flexibility over the fingers. So let's come under the hand control and add some more attributes here. So I'll add a index curl, add that and then a middle curl and then a ring curl. and a pinky curl. And also a thumb curl. Now you can see that I started with the index, kind of like those four fingers here, and then I'll add the thumb at the end. So perhaps I want them to be in order. Perhaps I want the thumb to be first here in that order, and then the index and then middle ring and pinky. So how can we reorder these attributes? Unfortunately, we cannot just drag and drop them. That would be nice to be able to do that. But, and you know, there are some tools out there, some mail scripts that people wrote over the time that can help you reorder these attributes. But I wanna show you a trick here in Vanilla Maya, if you don't know that already, how we can reorder these attributes. And that is what we can do is we can just delete the attributes that are before that. So kind of like all the attributes before which we want to add that thumb curl attribute. So if we go in and we say, edit, delete, select that attributes, the attributes, we'll delete them. And now we just use undo. So we just go to command C or control C on Windows. And now you can see the thumb curl will remain the same, but it will add those attributes that we deleted and then undid it will add them towards the end and kind of in the reverse order. ring middle index. So we want to reverse those as well. So that index would again be on top. So we can do the same thing again. We can just go delete attributes and undo again. And then there will be reordered again from last to first. Okay, so now we have them in the right order. Now we have thumb curl index, middle, ring and pinky the way how we wanted it. So this is a neat trick to, very simply reordering those attributes, just deleting them and then undoing. I think that's also the way how most of the scripts that are out there actually work. They just under the hood delete these attributes and then they undo. So now that we have these attributes for starters, let's connect them up here. There are a couple of different ways how we can go. We could do it with set-driven keys for example or we could go with math notes. For me personally most of the time I actually prefer math notes but you might as well do it with set-driven keys. Actually one attribute that I kind of forgot that I add most of the time right from the beginning is kind of a spread attribute so we can spread all these fingers apart. It's just at one spread for kind of those four fingers and then I'll leave the thumb separate. So let's add that right away, add attribute, let's call this bread. Here we go. So let's first go with math notes here and then maybe later on we can also look at the setRivnKeyWay method or what you know, talk about maybe what the benefits could be if we have time. So here I'll go to New Tab and then I'll add that in here, the control, graph, and select it. And I'll start with my first three fingers, or three digits here, and I'll add those in, graph, and select it. And I'll connect them up and for, we already fixed our axis, so bend is going to be x or curl here in this case, we'll connect our curl index curl to the rotation x, all of those. So we can reload the next joint connected to not y but x and then the last one connected to x. Now if we test that, we should have our index curl already working and it does. Then we can connect the other ones here as well, but before we do I want to talk about one other thing here and that is kind of the speed at which to spends. So here you can see it's kind of bending pretty slowly. So we have to kind of curl a lot or we have to scrub that invisible slider here. If we go on to the attribute and we use middle mouse button we get this invisible slider so we have to cross it along or across the whole screen here almost to kind of be able to curl this all the way in or all the way out. So it's quite a long slide and quite a lot value so we have to kind of put it all the way up to 100 to get it fully curled in while 10 is only curling it a little bit. So how can we make this more sensitive so that maybe at between 0 and 10 is kind of like where it curls. So at the moment this kind of relates to degrees. So if we set this to 90 you can see each of these joints rotated 90 degrees. So if we want this to be more sensitive what we could do is we could add a math node in here, a multiply divide node in between. So if we create multiply divide nodes, we can just use the filter here to multiply divide. Then we can take that index curl, go into the multiply node from index curl into input 1x for example, first one available, and then we can take this value and we can multiply it with 0.1 which will make it more sensitive and then we can connect it to the output or result of that to the rotation x. Let's try that. Rotate x. And now I made a mistake. Should have connected this to x. And then this one, reload, connect this to x. And then this one, reload, connect it also to x. We go again, refresh problem because there are There are probably some minocombers in there, but if we hit refresh, then we can see what it actually does. So it is connected now through the multiply divide node. So now if we try that again, our index call, actually that was wrong. So now it's even more sensitive, but now we can just come in here and multiply this with 10 instead. That's what I should have done. And now you can see that it's much more sensitive. So I just have to scrub a little bit. And if I go to 9, then we can already see now all these joints have 90, because we're essentially multiplying 9 by 10. So the result will be 90. So all these joints will be rotated 90 degrees now. And now we have it more sensitive. So that's maybe a little bit better than we don't have to scrub so endlessly. And if we want smaller increments, not just kind of, By default, you can see it's rotating 2.5, 2.6, 2.7, so 0.1 increments. But now we can hold down, I think it's shift. Shift will go in bigger increments, so 0.1 increments, or 1 point increments, full increments. And then I think it is another one. I think it's control. If you hit control and scrub, then you can see it's doing it in 0.01 increments. So either shift or nothing or control, that's how you can change the sensitivity on these values as you scrub. But by default, we'll get something that's kind of reasonable. So putting it to 9 or to 10, it's kind of curling it all the way in. And now what we can do is we can probably also put in some limits because we don't want the animators kind of going all full circle here around. So we maybe want to limit it up here kind of 11 or so. I would always go a little bit more than what you think. So 10 is probably reasonable. But then I would give a little bit more just in case. So maybe 11 might be a good limit. And then up might be the same thing. So if you think this might be realistic, I would give a little bit more just in case. So maybe minus 3. minus 3 to 11, so now we can add this attribute and put minus 3 to 11, and then it's going to be limited in that range. We can put it for all the add-res attributes here as well, or we can connect it up first. So let's connect the other ones. So we only have used the first channel here so far, so we still can use the other two channels for our next two joins. So we can, for example, go, the first one was index finger, then we will go with middle finger for input y and ring finger for input z, and then for the other two joins, or fingers, the thumb and the pinky, we have to then use a new multiply divide node, because here we We only have three channels, only three fingers can go onto that. Can multiply those also with 10. And then we can connect that up to the next finger, so middle would be next. Add those in, grab add, select it, and go from translate Y now, the second one, right, for the middle finger. Output Y goes into rotate X. second joint, oops, rotate X, be careful here, and then here rotate X as well. So those are now all connected and rotate X and we can test it, see if that works. And it does, because we all have R11 kind of being the maximum and minus 3. We have to set our limits here too. So let's go edit, set them on all of them while we're at it. So minus 3 to 11, minus 3 to 11 ring, it's also minus 3 to 11 thumb curl here is, let's put all of that, maybe we'll need different values for the thumb, we will see. And then it goes from 11 to minus 3. And then now let's continue on here and take the next finger here, which is the ring, and connect it in from the set here. Graph, add selected objects to graph, and connect those up into output set now. The last one that we have available here, rotate X, first joint, reload, rotate X, and last joint reload, root it X. Now those are connected. Let's test ring and it does work. Okay, so now those three fingers are covered. Now we have the thumb and the pinky left. So let's create another multiply divide node for those and go from our control into the multiply divide node. We get those multiplied as well. So we go from our thumb curl into the first one and then pinky into the second one, for example, that's available here. We multiply those with 10 as well and then we go from here into the next finger. So we started with the thumb, so let's start with that here too. And we connect from x into the rotation. That's the thumb, x and pinky was y, right? So rotate x, first one, second one, rotate x and third joint, also rotate x. That's the thumb. Let's test thumb curl. That's working. And you can see we get from minus 3 all the way to 11. So it's probably also working, I guess. Perhaps we can change it up later on once we did our skinning, but let's go with that for now. And then we have the pinky curl. So that's the last one missing. curl that was going into the input one Y. So we have to take the output Y and put it into the pinky joints. Graph adds a vector to graph. Then we'll connect those up here. It's output y into rotate x, reload, rotate x, reload, rotate x, and then we can test and it's working. Now we should have all the curls working here together, so we can call it in and out. And then last but not least, we can talk about the spread here also. So the way how I start with the spread, I do another multiply divide node. Oops, that's where I wanted to put it, not up there. And let's first connect it directly into those joints here. Take all those root joints, we should already have them up here anyway. We can move them down a little bit closer together here, all the root joints. Let's first connect them without a multiply divide node. So we want to connect the spread into the side motion. So that would be Z. Let's connect that up. So spread into rotate Z. For all of them, rotate Z. Rotate Z. Rotate Z. Now, if we use our spread, then I will see that we'll all go to the side, but all to the same side. So if we put 50 here, for example, or 20, we actually want this one to go to the opposite side, right? Not 20, but minus 20. So that's where the multiplied divider comes in now. So what we can do is we can, for all these three drawings, we can actually multiply them with something, OK, and kind of make them go into the opposite direction by, for example, using a negative multiplier. So what I'll do is I will go from the spread into the input, all of them, or three. And then I will go one by one from index middle ring into their rotations from here. Okay. And then I go from output of the multiply. The first one is it for index, rotate set. The next one is for the middle. So output Y goes into middle, rotate set, and set goes into the ring, output set, rotate set. And by doing that, now we have these individual attributes that we can then just multiply. So the first one was for the index finger. So if I now multiply that, you can see that we can change where it is. So if we set this to minus 1, for example, now what it will do is we'll take this, write 20, multiply with minus 1, so the result will be minus 20, and that's what it will put here into the finger, right? And the same way we can now kind of apply to the other attributes here as well, so we can just take this and apply it, for example, multiply with minus 0.5, so we'll go into the opposite direction, not quite as much as disjoint. And that one here, we can then also multiply perhaps with 0.5 so that it all goes all the way. So now we kind of have a more even spread. If we spread this more, you can see that it's separating. These two are closer together than those two. So perhaps we have to change these values up a little bit. So we can now manually kind of tweak it so that it looks good. and perhaps 0.2 and here perhaps 0.3. Let's try that 0.3. Perhaps here is 0.3 as well. Here we go. So that seems to be pretty even now. Also if we spread out, you can see that the distance between each of these fingers is quite even by multiplying with these values here. And the last one that doesn't use a multiplier, it's just using kind of the value directly and that one is kind of the opposite and then here we have our special multipliers in there. At the moment here with the spread now we kind of have the same or similar problem that we had before with, you know, perhaps we have to scrub a little bit much for those two spreads that would maybe be the maximum here at 30. So perhaps it would be nice to have also a multiplier of that spread attribute. So if we want to do that, let's go to a separate tab here and show what we have connected so far. So we could take the spread and before it goes into the multiplier here, if I set it to 10 for example, we could perhaps multiply it before it even goes in here. And before it comes to this joint here, there is this extra joint. Let's show that here too, add pinky root, which I'm surprised that it doesn't show the connection here between those, probably also because we don't see the unit conversion, but you know that the spread is directly connected into the rotate set here. So if we add a new multiplier in between there and we take the spread attribute, come in here and now we can multiply it with whatever we want. So for example 5 or 10 something like that. And we go from here into this joint directly, I'll put x into rotate, said that's what was spreading. And then we go also into this multiplier, into the second multiplier that then is responsible for doing the spreading itself. So output x goes into input into all of those inputs that we kind of just inserted in between here. And what we'll now get is that you can see it's much more responsive. So we only have to use a little bit of values and we're immediately kind of getting that or now we can just come in here and play with how much we wanted to be amplified and what the maximum spread should really be, perhaps it should be 10 or so. That might be a good limit. And then coming in here, it might be minus 5 or something like that. That's probably OK. So let's set those, minus 5. And then the maximum was 10. And then we have our limits. Perhaps even we could set it to 5 here. that's probably even enough for spread. I don't think that we need to go that far. So perhaps from minus five to five, that's kind of like the way, you know, by default we have the fingers already kind of spread apart here. So let's change this one more time to five and minus five for starters now. And you can also see that I'm just doing it on those four fingers. I typically kind of leave the thumb out of the spread because then we can come in here and do a separate spread value or a kind of rotation just for the thumb to keep that separated from that. So let's add that also. Add attribute thumb spread. And we can probably also add a multiplier for that as well before it goes into the thumb. So I'll use another one here. We could also use the same one, you know, here in this one for example, we only have used the first one so far. So actually let's go with the same one. You can save another node here. It doesn't really matter whether you create a new node here. It's kind of the same, you know, the same connections or number of connections that you have. So here I'll rename this also, I'll call this R and spread multiply divide MDI. And then that was also for the spread but for the finger, so let's call this R and spread B multiply divide. And that could be kind of the main spread or the main multiplier here in a way, right? Let's call this A, spread A, and then we have spread B because here we are separating those out. And then, so spread A could also kind of be for the thumb. So then we use the thumb, spread, and go into the next available attribute here, input Y, and we can multiply that with five also perhaps. And then we go from here into the thumb joint graph and select it. And then here it should be probably rotate set as well. Let's check. Yep, it's rotate set. Output. Output Y and then rotate set. And then if we try it out. we have our thumb spread and we're just kind of going up and down here in a way you know according to this spreading of the thumb and then we have the spreading of the fingers. If we use both the moment the thumb is kind of going to in the opposite direction but now we have a very very easy way to kind of fix that by just coming into our spread A and changing that instead of 5 to be minus 5 and that will kind of make it go into the opposite direction now if we wanted to be able to kind of move them, you know, spread them in kind of the same direction here. And we can set our limit on the thumb spread as well, which we don't have at the moment, so let's set this to minus 5 and 5 as well. minus 5 and 5 and then let's set those to 0 and then we're good to go. Here we go. And we have our thumb curl. Can spread the thumb. Or kind of like move it up and down in a way. So that's all working and just having these few attributes here on our fingers already gives us quite a lot of flexibility. We will add more controls later on, but for now I think this is a good starting point and we can already create quite a lot of finger poses here. Okay, so that's for the hand, and next we will start looking at the feet."
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