Add transcription for: week03 08 additional fk controls for spine and fingers.wav
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"text": " I want to do another video also for week 3 to show you guys how we can add some additional FK controls for the spine and some FK controls for the fingers, some micro controls because we already have those macro controls here the curls and all that stuff but now we want to add some micro controls here as well. So let's get in it. For this bind we can add some FK controls here and it's quite as simple. Let's first create a control for it. It could probably create a sphere or something like that but I'll go with a needle that's sticking out in the back here. More like a puppet approach. So let me hide everything here for a sec, the whole group and then I have a clean scene and I can work with. And I will go to cubic here and I'll draw a needle. So from here to maybe four units and then we'll go, we'll put three dots here. One, we already have ones are two, three, three dots, and then we'll go one unit, and then we can probably put kind of on each of those one dot, and then we'll also again click three times. So one, two, three, then we have it symmetrical, okay. Then we can come in here and we can kind of take these and make it a little bit rounder. One to... Okay. This is how we can create a needle control. Quite quickly. And now that we have that, just show the rig again. Make this a little bit bigger. Actually, I'll duplicate it. And I'll make that a little bit bigger. What I'm going to do now is, let me hide the GU. What I'm going to do now is I'm going to parent this control under this joint here, under the first or spine 2 joint that we have. Then I'll zero everything out so that I will bring it into the space of that joint. If I make my joints a little bit bigger here, quite small, under May, joint size, set those to 1. So now it's going to have the same orientation if we're in object mode You can see it has the same orientation as the joint because we brought it into the space and then we zeroed everything out the translations and rotations Then I can adjust it however I want so for example I can rotate it here in that space 90 degrees and We can scale it up or scale it down if we want to so perhaps scale it down a little bit and instead take the control vertices and move those here also in moving an object space so then we can kind of extend that here again it's all in that space now right of the joint. We can move that out a little bit. Okay and then we'll take this and we'll parent it well actually before we do that undo. We'll freeze everything here. So this is kind of the shape that we want. So we'll freeze that in, freeze all, then we'll duplicate it and we'll parent it under the next joint, duplicate and zero those out. That will bring it into the space of that joint, then we'll duplicate it, parent it, under this joint, zero it out. And that will bring the duplicate under the space of that joint. So you can see it has kind of like different orientations. But that's because these joints have kind of different orientations, right? It's always going to be in the space of the joint that it is parented under. And then what we can do next is we will name those and do our color coding. So this could be, you know, I'm spine or lower spine, maybe lower spine, FK control, For example, this could be mid, mid spine, FK, control, and this could be top or upper spine. Actually, you know what? I'm thinking about it. Let's swap it around a name. Let's do spine up, FK, control, spine mid. It's just because, you know, that's how we started naming everything else too first, it is and then kind of the area that it belongs to. So the spine, call the spine low or spine lower. I'll just call the spine low, maybe, or spine bot for bottom or so. We have spine up, spine low and spine mid and it's really color coding on those shapes. Next drawing overrides on the shape setting the C, yellow, yellow and yellow. And now obviously at the moment they're not doing anything yet, they're not controlling anything, but what we can now do is we can group those guys again into an oring group because if we take them now and un-parent them or parent them to something else, then they will get values. So we don't want that, so instead what we will do is before we un-parent them, we can find them, the outline to see where they are, and we'll create a group above them. So we'll just select it and say command G or whatever the shortcut is for Windows, group, probably control group I guess. We can also go through a menu, edit group, same thing. Then we'll have our group. We can now rename it to orient group. So that's going to be the group that's catching our values so that they're not getting onto the control. So I'll copy the name here of those and just call this orient group instead. And now I can un-parent the orient group. So it's getting values, that's fine because the control itself remains the same and also it remains in the same space as the joint. It's kind of the same technique that we used for, I think, for the locators if I remember correctly, some other places. I used it quite a bit for the draw. I think we used the two actually. OK, so now we want to take this Orion group. We can just select the control and use our up arrow for pick walking. So we go one up to the Orion group of that control. And we parent that Orion group to the previous joint. OK, not this joint anymore where we had it before, but the previous joint is down there. so that it follows basically when we're bending. Well, here we don't see much yet, but it follows that lower joint, whatever that is doing. And we'll do the same thing for these other two. So we will go find it. We'll group it to itself. We'll change the name to arian group. And now we parent this to the previous. the orient group will get parented to the previous join. So here, in this case, same thing for that one up there. Group it, we'll change the name, copy this, paste it onto here, and add orient and change the controls, detail to GRP, and then we'll parent this orient group to again the previous joint. So now we do our bending, we should see these controls are already kind of in the hierarchy so that they're following. But again, at the moment they're not doing anything yet. But all we can now do is, since they're already in hierarchy, we can just take these controls and parent them to that. Take these joints and parent them to these controllers. And what you will notice when I do that, when I take this joint and I parent it to this control, you will see that the connection here disappears. But they're still in a hierarchy, OK? They're still going to be in one hierarchy. If I do this, sorry, do it again, parent, it's only the visibility that kind of gets lost here. And the reason for that is because we have two things between two joints, okay? Two things that are not joints. So what Maya does is if you create two joints in a hierarchy, it will draw this bone here in between. And it also still works if you have one group in between, or one controller or something. But the moment you have more than one, like two, three, four things in between two joins, it's still going to be a hierarchy, but it won't draw the bone anymore. Okay, so don't get confused by that. It still will all work. Let's finish this up real quick. So we'll parent this joint under this control, and we'll parent that joint under that control. We see it appears to be lost, but when we're trying to do our bending, can see it still works as if these connections or these lines were still drawn in between. So we still get our bending, but now on top of that we can also use our individual controls and kind of rotate all of these drawings kind of one by one if we wanted to. Okay, so we can just rotate this point from this point or we can rotate this point from that point. What we can also do is we can select all three and bend them all together, then that's kind of the same thing as if we were to use the bend attribute. So at this point you can kind of decide if you even need the bend attribute still or not. I mean I feel it's nice to have, but since we have these individual controllers now, perhaps we don't need it for this particular spine. On the other hand, if you don't have the bend attribute and the animators want to bend to hold spine, they always have to kind of select all three, which takes a little bit longer than just coming here and having one attribute that I can animate for bending the whole spine. Perhaps it's a good idea to keep both, because they're both doing something slightly different. These are more like tweakers on top. Okay, and then the same technique that we're using here for the spine, we can actually also use for creating our macro controls for the fingers, because the fingers here are quite similar. So we have our bend, our overall bend, but now we could add individual needles or circles or something like that for these fingers here as well that we get individual tweak control so that we can for example just take this one and rotate it up and down like the whole finger as opposed to you know having a curl on here. So let's try to add those as well here just to show that it's exactly the same. Here what I'll do is probably I won't use the needles because one problem with the needles is if you're rotating it too much down then the needle is actually going to disappear inside the geometry. And for fingers, for the spine it's probably not such a big deal because we might not rotate it that far, but for fingers we might actually rotate it 90 degrees and then the needle or the control, depending on what shape it has, can go inside the geometry which makes it hard to select. So perhaps here a better way to do it would be either creating a box around it, which might be nice, or creating a circle. So let's try the circle here first. And again, I'll parent the nerve circle under the joint parent. Let's zero everything out. That brings it into that space here. Then we can scale it up a little. scale it into, and it's not 100% round, but making sure that we can kind of see it from all sides. And then we can change the name here to be R index, root control perhaps, and then we'll freeze the scaling. And we'll delete the history. Construction is to really delete the type history. And then we'll do the color coding on the shape. So we'll make this red. And we can duplicate it and do it for the other fingers here as well. So we'll see right out after we parented the duplicated one, and then brings it into this space. Then while duplicated, I'll hide the hand here for a sec. Duplicate it, bring it into this space by parenting it, zeroing it out, duplicate parent under there, zero it out, and then you have all four. And we could also go in if we wanted to and do it for these digits as well just by duplicating it, selecting this joint parent P and then zeroing it out and so on, duplicate, select this joint parent, zero it out. So in theory you can do it for all individual digits if you wanted to, then that gives you really fine control over each segment of the finger. You can probably scale this down a little bit more. This one perhaps also. I'll freeze those out. And we can duplicate that one, parent it here and zero out. Duplicate, select this, parent it out, or zero it out. Duplicate, parent here, zero it out. I'll take this one, duplicate, select this, parent, zero it out. Duplicate, select this one, parent, zero it out. You can see it can be pretty quick. I mean, you kind of have to do it a lot of times, but it's actually not that difficult to do. This one should perhaps be a little bit bigger so that it doesn't intersect with the geometry here. This one here perhaps too. I mean in the end we're going to put a smooth on this one anyway so it will shrink down a little bit. So probably that is okay, but I want to make sure that we can select it from from everywhere also if the joints are not visible anymore because later on animators are just going to see that, they're just going to see the geometry and the controls here actually we have some that are not really showing up so well so perhaps we can make those a little bit bigger too. Okay, perhaps something like that. Now that we have those, we can freeze everything, so we'll have to select all of them and freeze everything in their current positions. That's the state that we want them to be in by default, so freeze all. And we'll have to create the groups for all of them, the orange groups, and actually first we have to probably do the correct naming here. So index root index mid can use the same naming like that we did for the joins here. One two. So a root mid tip root and that's middle finger now and we're actually also missing them for the thumb here as well. So let's copy this name. Mid. Tip. And then this one would be the ring. You can see like a lot of times it's really just naming is what takes the longest time of everything. But it's also important at the same time. Ring tip. And then we'll name that one here to pinky root control pinky mid control and pinky tip here. Okay, and now let's do our groups for all of those. So we'll just group them to itself. Group, group, group, group, group, group, group, group, group, and those ones as well here. Okay, and we should also really kind of go in and rename those groups here as well. So we'll select the control, copy it. I know it's tedious and boring, but we have to do it. We should do it. I will step one up with using the up arrow key, pick walking, name it as ORION group. I'll probably also do just a few of them and leave the rest up to you and I'll do it in, you know, outside offline here so that you don't have to see it sit here and watch me renaming all these groups for like 15 minutes. So instead what I'll do is we'll do the parenting and making sure that everything is working. So I'll show the joints here. So what we want to do is we want to take this and we want to take the orange group of that one, or actually of all those can probably go one up from all of them. That selects all the groups there above it and then we'll parent those under the hand control. Okay parent. So one up, one up from those root joins is going to be the hand control. And then we will parent those joints under those controls. So now if we try it, we will see that we can use our curl. And on top of that, we can also bend the finger here individually. OK. So both works. Then we have to kind of do the same thing for the other ones here. So we have to go here, go one up to get to the group that we should rename, then we will parent it to the previous joint, and then we'll select this one, go one up with the up arrow key and get to the group, parent it to the previous joint, then we'll take the actual joint and parent it to the control parent, and it will appear as if it disconnects again just like we saw in the spine, because there is now a control and a group in between those two joints. And then we'll select this joint, parent it to this control. And I think that's it. That should do the trick. Now, we should have control over, set this to reference here, make it unselectable. So we have control over this digit, we have control over that digit, and we have control over the last digit. Now, the curl will also still work. So we we have our curl and then from there onwards we can offset the control here or the finger. So we can create some interesting results. So it's kind of just on top of the macro control. We have these micro controls. And we can set up the rest of the fingers just like that. I'll also do that offline. And the other thing, right now we have all these attributes still visible on those controls, we should probably also take a pass at locking and hiding some of them. But I think we definitely want to have rotation up and down on those so that we can create a pose like this. We probably also want to have left and right so that in addition to this brat we can also just move one finger left and right. for these other ones like for example twisting might be useful. You know perhaps who can leave that in. What about translation? Well, it's up to you you know if you want to give the animator. It's not really realistic but if you have a cartoony character or maybe the animators wants to cheat the thumb or you know the finger a little bit when they're posing obviously they shouldn't kind of really exaggerate it and break the rig here, break the model if they're doing it too far and that will obviously break everything but for tweaking it a little bit, it might actually be good to have that. Or we can lock it. It's kind of up to us this point. And then we also have scaling ability. So we can also scale these individual finger controls here as well, our finger digits, if we wanted to. It's also again, kind of, you know, more for cartoony characters, but we can think about if we want to keep If we want to keep all the translation, all the scale, and then just lock the visibility, if we want to have a really flexible and cartoony rig and give the animator the responsibility, so lock and hide the visibility here. Or we make it more realistic and kind of maybe only give them the rotate values here. So I'll probably opt for that, a little bit more realistic. So lock and hide all. I'll actually do it on all of the controls here right away. So perhaps let's hide the joints so we can easily select all of those guys. And then I'll select the translation, the scale and the visibility and lock all of those. Lock and hide. And on the first one I'll probably keep all the rotations so that we can again get up up and down, left and right, and the twisting. And on the other ones here, perhaps twisting, well, again, it's kind of debatable if we want to keep that or not. I mean, you can't really do it with your own finger unless you force it. And also the side motion is really also not possible, kind of breaks. So again, it comes down to your own discretion if you want to give that control to the animators or not, or if they're asking for it. Here let's try to make it more lockdown and only give them rotation in X for those controls here. Did I get everything? Let's try this again. So only the rotation X is what I want to keep, lock and hide everything else. here we're still missing that only rotation x lock and hide. Okay, checking, making sure we got everything. Okay, so that's it. And potentially we could also, you know, again now we have a lot of attributes here or controls rather showing up all the time. So perhaps we could add another attribute here saying extra controls or extra visibility or something like that on the hand. So by default, it is often, they only see the macro controls, and then they can turn these extra controls on if they have to. So let's do that as last step here for this hand to finish it up. So I'll add another separator here, because now we're getting into the visibility stuff, so let's add more another separator here and we already have to, so the first one was probably 10 underscores, the next one was 11, so now we'll add one more, 12. 3, 4, 5, 6, 7, 8, 9, 10. OK. And I will add an extra or tweak or a wiss, maybe, tweak or a wiss visibility. And I will set it from 0 to 1, because either it's on or off. Oops, and I'll also make this not a float, because we don't need decimal points. I'll make this an integer. So tweak this for visibility most of the time. I use integers because then what you get to do, as opposed to Boolean, we could also use a Boolean here on or off and connect that to the visibility. But the nice thing about integers is that you can just select this here and kind of toggle it on and off with invisible slider. While with a Boolean that does not really work, you actually have to go in, you have to hit a number and then press Enter. So it's kind of like two more steps. While this one here you can just select and turn it on and off. I find it much more convenient. Let's connect that to the visibility here, those controls, just to see that we can get this completed. Notice again, a lot of custom controls are a lot of controls that we have to now connect. So we'll take a little bit to do that. And we've also already locked all these visibilities, which probably also was not a good idea. Now we have to come in here and unlock them again and bring that in here and connect the visibility. I mean, I guess it's clear what we're doing or what we have to do. I'll just do it maybe on one finger, not on all of them. Actually, we all need to do it on the top finger now that I'm thinking about it, because again it's the same like on the FK, it's just an FK hierarchy, so we'll hide everything else. So now if you're toggling the visibility, it's either on, right, if it's one or if it's zero then it's off and we don't see them anymore. The downside of that is now that we have connected the visibility to the transform node, it will hide everything in the hierarchy, so that means also your joints won't be visible. If you're showing your joints, you can see the whole joint chain is gone. if you turn that on again, then the joins reappear. So if you want to keep your joins but only hide the shapes, then you would have to connect it to the shape nodes instead what we were talking about earlier. So I could have done the same thing on the arm as well. And that's kind of the same thing on the arm too. If you are in FK mode, you can see the joins here. But now if I switch, you will see that the joins, in addition to the controls are hiding. Okay, so here you can see if we're getting below 0.5, that's when the whole chain, also the joins, the FK joins are hiding as well. While on the other one, only the FK controls, only the IK controls are what's being hidden. So it's kind of up to you also. You know, for me, it doesn't bother me too much that I don't really need to see the joins neither need the animators. All they care about is seeing the controls and seeing the geometry here. So if we turn the tweakers to zero, then they still can use, you know, pose the hand here, pose the fingers. Could also think about something like maybe keeping those around, you know, by default, because that might be something that they might use a lot while these additional ones here might be kind of really secondary. Depends. It's a lot of possibilities of how you can rig that. And here I think I've moved it already, so let's set this back. Okay. So that's how you can set up additional tweaker controls for spine and fingers.",
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"text": " I want to do another video also for week 3 to show you guys how we can add some additional FK controls for the spine and some FK controls for the fingers, some micro controls because we already have those macro controls here the curls and all that stuff but now we want to add some micro controls here as well. So let's get in it. For this bind we can add some FK controls here and it's quite as simple. Let's first create a control for it. It could probably create a sphere or something like that but I'll go with a needle that's sticking out in the back here. More like a puppet approach. So let me hide everything here for a sec, the whole group and then I have a clean scene and I can work with. And I will go to cubic here and I'll draw a needle. So from here to maybe four units and then we'll go, we'll put three dots here. One, we already have ones are two, three, three dots, and then we'll go one unit, and then we can probably put kind of on each of those one dot, and then we'll also again click three times. So one, two, three, then we have it symmetrical, okay. Then we can come in here and we can kind of take these and make it a little bit rounder. One to... Okay. This is how we can create a needle control. Quite quickly. And now that we have that, just show the rig again. Make this a little bit bigger. Actually, I'll duplicate it. And I'll make that a little bit bigger. What I'm going to do now is, let me hide the GU. What I'm going to do now is I'm going to parent this control under this joint here, under the first or spine 2 joint that we have. Then I'll zero everything out so that I will bring it into the space of that joint. If I make my joints a little bit bigger here, quite small, under May, joint size, set those to 1. So now it's going to have the same orientation if we're in object mode You can see it has the same orientation as the joint because we brought it into the space and then we zeroed everything out the translations and rotations Then I can adjust it however I want so for example I can rotate it here in that space 90 degrees and We can scale it up or scale it down if we want to so perhaps scale it down a little bit and instead take the control vertices and move those here also in moving an object space so then we can kind of extend that here again it's all in that space now right of the joint. We can move that out a little bit. Okay and then we'll take this and we'll parent it well actually before we do that undo. We'll freeze everything here. So this is kind of the shape that we want. So we'll freeze that in, freeze all, then we'll duplicate it and we'll parent it under the next joint, duplicate and zero those out. That will bring it into the space of that joint, then we'll duplicate it, parent it, under this joint, zero it out. And that will bring the duplicate under the space of that joint. So you can see it has kind of like different orientations. But that's because these joints have kind of different orientations, right? It's always going to be in the space of the joint that it is parented under. And then what we can do next is we will name those and do our color coding. So this could be, you know, I'm spine or lower spine, maybe lower spine, FK control, For example, this could be mid, mid spine, FK, control, and this could be top or upper spine. Actually, you know what? I'm thinking about it. Let's swap it around a name. Let's do spine up, FK, control, spine mid. It's just because, you know, that's how we started naming everything else too first, it is and then kind of the area that it belongs to. So the spine, call the spine low or spine lower. I'll just call the spine low, maybe, or spine bot for bottom or so. We have spine up, spine low and spine mid and it's really color coding on those shapes. Next drawing overrides on the shape setting the C, yellow, yellow and yellow. And now obviously at the moment they're not doing anything yet, they're not controlling anything, but what we can now do is we can group those guys again into an oring group because if we take them now and un-parent them or parent them to something else, then they will get values. So we don't want that, so instead what we will do is before we un-parent them, we can find them, the outline to see where they are, and we'll create a group above them. So we'll just select it and say command G or whatever the shortcut is for Windows, group, probably control group I guess. We can also go through a menu, edit group, same thing. Then we'll have our group. We can now rename it to orient group. So that's going to be the group that's catching our values so that they're not getting onto the control. So I'll copy the name here of those and just call this orient group instead. And now I can un-parent the orient group. So it's getting values, that's fine because the control itself remains the same and also it remains in the same space as the joint. It's kind of the same technique that we used for, I think, for the locators if I remember correctly, some other places. I used it quite a bit for the draw. I think we used the two actually. OK, so now we want to take this Orion group. We can just select the control and use our up arrow for pick walking. So we go one up to the Orion group of that control. And we parent that Orion group to the previous joint. OK, not this joint anymore where we had it before, but the previous joint is down there. so that it follows basically when we're bending. Well, here we don't see much yet, but it follows that lower joint, whatever that is doing. And we'll do the same thing for these other two. So we will go find it. We'll group it to itself. We'll change the name to arian group. And now we parent this to the previous. the orient group will get parented to the previous join. So here, in this case, same thing for that one up there. Group it, we'll change the name, copy this, paste it onto here, and add orient and change the controls, detail to GRP, and then we'll parent this orient group to again the previous joint. So now we do our bending, we should see these controls are already kind of in the hierarchy so that they're following. But again, at the moment they're not doing anything yet. But all we can now do is, since they're already in hierarchy, we can just take these controls and parent them to that. Take these joints and parent them to these controllers. And what you will notice when I do that, when I take this joint and I parent it to this control, you will see that the connection here disappears. But they're still in a hierarchy, OK? They're still going to be in one hierarchy. If I do this, sorry, do it again, parent, it's only the visibility that kind of gets lost here. And the reason for that is because we have two things between two joints, okay? Two things that are not joints. So what Maya does is if you create two joints in a hierarchy, it will draw this bone here in between. And it also still works if you have one group in between, or one controller or something. But the moment you have more than one, like two, three, four things in between two joins, it's still going to be a hierarchy, but it won't draw the bone anymore. Okay, so don't get confused by that. It still will all work. Let's finish this up real quick. So we'll parent this joint under this control, and we'll parent that joint under that control. We see it appears to be lost, but when we're trying to do our bending, can see it still works as if these connections or these lines were still drawn in between. So we still get our bending, but now on top of that we can also use our individual controls and kind of rotate all of these drawings kind of one by one if we wanted to. Okay, so we can just rotate this point from this point or we can rotate this point from that point. What we can also do is we can select all three and bend them all together, then that's kind of the same thing as if we were to use the bend attribute. So at this point you can kind of decide if you even need the bend attribute still or not. I mean I feel it's nice to have, but since we have these individual controllers now, perhaps we don't need it for this particular spine. On the other hand, if you don't have the bend attribute and the animators want to bend to hold spine, they always have to kind of select all three, which takes a little bit longer than just coming here and having one attribute that I can animate for bending the whole spine. Perhaps it's a good idea to keep both, because they're both doing something slightly different. These are more like tweakers on top. Okay, and then the same technique that we're using here for the spine, we can actually also use for creating our macro controls for the fingers, because the fingers here are quite similar. So we have our bend, our overall bend, but now we could add individual needles or circles or something like that for these fingers here as well that we get individual tweak control so that we can for example just take this one and rotate it up and down like the whole finger as opposed to you know having a curl on here. So let's try to add those as well here just to show that it's exactly the same. Here what I'll do is probably I won't use the needles because one problem with the needles is if you're rotating it too much down then the needle is actually going to disappear inside the geometry. And for fingers, for the spine it's probably not such a big deal because we might not rotate it that far, but for fingers we might actually rotate it 90 degrees and then the needle or the control, depending on what shape it has, can go inside the geometry which makes it hard to select. So perhaps here a better way to do it would be either creating a box around it, which might be nice, or creating a circle. So let's try the circle here first. And again, I'll parent the nerve circle under the joint parent. Let's zero everything out. That brings it into that space here. Then we can scale it up a little. scale it into, and it's not 100% round, but making sure that we can kind of see it from all sides. And then we can change the name here to be R index, root control perhaps, and then we'll freeze the scaling. And we'll delete the history. Construction is to really delete the type history. And then we'll do the color coding on the shape. So we'll make this red. And we can duplicate it and do it for the other fingers here as well. So we'll see right out after we parented the duplicated one, and then brings it into this space. Then while duplicated, I'll hide the hand here for a sec. Duplicate it, bring it into this space by parenting it, zeroing it out, duplicate parent under there, zero it out, and then you have all four. And we could also go in if we wanted to and do it for these digits as well just by duplicating it, selecting this joint parent P and then zeroing it out and so on, duplicate, select this joint parent, zero it out. So in theory you can do it for all individual digits if you wanted to, then that gives you really fine control over each segment of the finger. You can probably scale this down a little bit more. This one perhaps also. I'll freeze those out. And we can duplicate that one, parent it here and zero out. Duplicate, select this, parent it out, or zero it out. Duplicate, parent here, zero it out. I'll take this one, duplicate, select this, parent, zero it out. Duplicate, select this one, parent, zero it out. You can see it can be pretty quick. I mean, you kind of have to do it a lot of times, but it's actually not that difficult to do. This one should perhaps be a little bit bigger so that it doesn't intersect with the geometry here. This one here perhaps too. I mean in the end we're going to put a smooth on this one anyway so it will shrink down a little bit. So probably that is okay, but I want to make sure that we can select it from from everywhere also if the joints are not visible anymore because later on animators are just going to see that, they're just going to see the geometry and the controls here actually we have some that are not really showing up so well so perhaps we can make those a little bit bigger too. Okay, perhaps something like that. Now that we have those, we can freeze everything, so we'll have to select all of them and freeze everything in their current positions. That's the state that we want them to be in by default, so freeze all. And we'll have to create the groups for all of them, the orange groups, and actually first we have to probably do the correct naming here. So index root index mid can use the same naming like that we did for the joins here. One two. So a root mid tip root and that's middle finger now and we're actually also missing them for the thumb here as well. So let's copy this name. Mid. Tip. And then this one would be the ring. You can see like a lot of times it's really just naming is what takes the longest time of everything. But it's also important at the same time. Ring tip. And then we'll name that one here to pinky root control pinky mid control and pinky tip here. Okay, and now let's do our groups for all of those. So we'll just group them to itself. Group, group, group, group, group, group, group, group, group, and those ones as well here. Okay, and we should also really kind of go in and rename those groups here as well. So we'll select the control, copy it. I know it's tedious and boring, but we have to do it. We should do it. I will step one up with using the up arrow key, pick walking, name it as ORION group. I'll probably also do just a few of them and leave the rest up to you and I'll do it in, you know, outside offline here so that you don't have to see it sit here and watch me renaming all these groups for like 15 minutes. So instead what I'll do is we'll do the parenting and making sure that everything is working. So I'll show the joints here. So what we want to do is we want to take this and we want to take the orange group of that one, or actually of all those can probably go one up from all of them. That selects all the groups there above it and then we'll parent those under the hand control. Okay parent. So one up, one up from those root joins is going to be the hand control. And then we will parent those joints under those controls. So now if we try it, we will see that we can use our curl. And on top of that, we can also bend the finger here individually. OK. So both works. Then we have to kind of do the same thing for the other ones here. So we have to go here, go one up to get to the group that we should rename, then we will parent it to the previous joint, and then we'll select this one, go one up with the up arrow key and get to the group, parent it to the previous joint, then we'll take the actual joint and parent it to the control parent, and it will appear as if it disconnects again just like we saw in the spine, because there is now a control and a group in between those two joints. And then we'll select this joint, parent it to this control. And I think that's it. That should do the trick. Now, we should have control over, set this to reference here, make it unselectable. So we have control over this digit, we have control over that digit, and we have control over the last digit. Now, the curl will also still work. So we we have our curl and then from there onwards we can offset the control here or the finger. So we can create some interesting results. So it's kind of just on top of the macro control. We have these micro controls. And we can set up the rest of the fingers just like that. I'll also do that offline. And the other thing, right now we have all these attributes still visible on those controls, we should probably also take a pass at locking and hiding some of them. But I think we definitely want to have rotation up and down on those so that we can create a pose like this. We probably also want to have left and right so that in addition to this brat we can also just move one finger left and right. for these other ones like for example twisting might be useful. You know perhaps who can leave that in. What about translation? Well, it's up to you you know if you want to give the animator. It's not really realistic but if you have a cartoony character or maybe the animators wants to cheat the thumb or you know the finger a little bit when they're posing obviously they shouldn't kind of really exaggerate it and break the rig here, break the model if they're doing it too far and that will obviously break everything but for tweaking it a little bit, it might actually be good to have that. Or we can lock it. It's kind of up to us this point. And then we also have scaling ability. So we can also scale these individual finger controls here as well, our finger digits, if we wanted to. It's also again, kind of, you know, more for cartoony characters, but we can think about if we want to keep If we want to keep all the translation, all the scale, and then just lock the visibility, if we want to have a really flexible and cartoony rig and give the animator the responsibility, so lock and hide the visibility here. Or we make it more realistic and kind of maybe only give them the rotate values here. So I'll probably opt for that, a little bit more realistic. So lock and hide all. I'll actually do it on all of the controls here right away. So perhaps let's hide the joints so we can easily select all of those guys. And then I'll select the translation, the scale and the visibility and lock all of those. Lock and hide. And on the first one I'll probably keep all the rotations so that we can again get up up and down, left and right, and the twisting. And on the other ones here, perhaps twisting, well, again, it's kind of debatable if we want to keep that or not. I mean, you can't really do it with your own finger unless you force it. And also the side motion is really also not possible, kind of breaks. So again, it comes down to your own discretion if you want to give that control to the animators or not, or if they're asking for it. Here let's try to make it more lockdown and only give them rotation in X for those controls here. Did I get everything? Let's try this again. So only the rotation X is what I want to keep, lock and hide everything else. here we're still missing that only rotation x lock and hide. Okay, checking, making sure we got everything. Okay, so that's it. And potentially we could also, you know, again now we have a lot of attributes here or controls rather showing up all the time. So perhaps we could add another attribute here saying extra controls or extra visibility or something like that on the hand. So by default, it is often, they only see the macro controls, and then they can turn these extra controls on if they have to. So let's do that as last step here for this hand to finish it up. So I'll add another separator here, because now we're getting into the visibility stuff, so let's add more another separator here and we already have to, so the first one was probably 10 underscores, the next one was 11, so now we'll add one more, 12. 3, 4, 5, 6, 7, 8, 9, 10. OK. And I will add an extra or tweak or a wiss, maybe, tweak or a wiss visibility. And I will set it from 0 to 1, because either it's on or off. Oops, and I'll also make this not a float, because we don't need decimal points. I'll make this an integer. So tweak this for visibility most of the time. I use integers because then what you get to do, as opposed to Boolean, we could also use a Boolean here on or off and connect that to the visibility. But the nice thing about integers is that you can just select this here and kind of toggle it on and off with invisible slider. While with a Boolean that does not really work, you actually have to go in, you have to hit a number and then press Enter. So it's kind of like two more steps. While this one here you can just select and turn it on and off. I find it much more convenient. Let's connect that to the visibility here, those controls, just to see that we can get this completed. Notice again, a lot of custom controls are a lot of controls that we have to now connect. So we'll take a little bit to do that. And we've also already locked all these visibilities, which probably also was not a good idea. Now we have to come in here and unlock them again and bring that in here and connect the visibility. I mean, I guess it's clear what we're doing or what we have to do. I'll just do it maybe on one finger, not on all of them. Actually, we all need to do it on the top finger now that I'm thinking about it, because again it's the same like on the FK, it's just an FK hierarchy, so we'll hide everything else. So now if you're toggling the visibility, it's either on, right, if it's one or if it's zero then it's off and we don't see them anymore. The downside of that is now that we have connected the visibility to the transform node, it will hide everything in the hierarchy, so that means also your joints won't be visible. If you're showing your joints, you can see the whole joint chain is gone. if you turn that on again, then the joins reappear. So if you want to keep your joins but only hide the shapes, then you would have to connect it to the shape nodes instead what we were talking about earlier. So I could have done the same thing on the arm as well. And that's kind of the same thing on the arm too. If you are in FK mode, you can see the joins here. But now if I switch, you will see that the joins, in addition to the controls are hiding. Okay, so here you can see if we're getting below 0.5, that's when the whole chain, also the joins, the FK joins are hiding as well. While on the other one, only the FK controls, only the IK controls are what's being hidden. So it's kind of up to you also. You know, for me, it doesn't bother me too much that I don't really need to see the joins neither need the animators. All they care about is seeing the controls and seeing the geometry here. So if we turn the tweakers to zero, then they still can use, you know, pose the hand here, pose the fingers. Could also think about something like maybe keeping those around, you know, by default, because that might be something that they might use a lot while these additional ones here might be kind of really secondary. Depends. It's a lot of possibilities of how you can rig that. And here I think I've moved it already, so let's set this back. Okay. So that's how you can set up additional tweaker controls for spine and fingers."
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}
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