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Add transcription for: week02 06 feet.wav

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+ "text": " Okay, let's continue on and work on those feet. So at the moment we only have, if we look at this reveal selected, we have our foot group or foot rig. We have the control underneath there and then we have the shape, let's hide the shapes for a sec. And we have our joints right under there. by the time we select our control, we can move that around and rotate rather and have the foot kind of rotating around the ankle. So what we now want to do is we want to add a couple of different pivot points so that we can also rotate our foot around the toe, for example, or around the heel, around the ball. Those are kind of the three points that we have at this rig at the moment. Later on what we might want to do is we might want to add some more points here that we can also kind of rotate around the toes maybe or kind of like have a pivot here in between those two, the ball and the toe and then maybe even add another pivot kind of somewhere around here so that we can create some more interesting shapes with this foot. But let's keep it simple for now and add all the advanced fancy stuff later on. So just so we have something as a base to start talking about. So on the foot control, just like I did on the hand, here on the hand, if you remember, we added all these extra finger attributes apart from the FKI, KBlend. I'll do the same thing here. So I want to first think what type of attributes do I want. So I want to have a way to rotate around, a roll around the toe, you know, up and down, kind of like for a walk cycle. I want to have a way to roll around the ball. I want to have a way to roll around the heel. So let's add those attributes first. So let's start with a heel roll attribute, ball roll attribute, and the toe roll. And then the other thing that I want is a tow-bend attribute so that we can bend the tow, we call the tow here. So let's call this, it's probably not really, here in this case, it's probably not really to band might even be something like ball band, I don't know. But let's call it to band for now. Can also change the names later if we want. So let's add to band. What you will see is, again, I'm choosing a float so that I can have decimal points and kind of like connect it to rotations and not have stepped motion here. but fluid. So add those guys. And now we want to connect those. So how can we make those joints rotate around a different point than here? So here we have the foot control. And then the toe band is easy to set up. We could just connect the rotation or the attribute into the rotation axis. That's easy. but if we want to kind of rotate in the reverse direction, the opposite way. I see people, you know, doing all kinds of setups like with IK handles, like single chain and whatnot, but I feel that there is an easier way how we can achieve that. All what we have to do is we have the joints here, and by default they're rotating around that joint. We cannot really move the pivot or anything like that, but what we can do is we can just create additional groups. So, we can just take these joins here, create a new group above it, just Ctrl G, Command G I guess, and then this new pivot here can have its pivot wherever we want, right, and it's going to rotate around that particular pivot. So now we can take this pivot, this group's pivot, function left or insert if you're on windows and move it using snapping vkey and move it here to the front. By doing that now for this group here we can rotate the joints that are just parented under there around this pivot. And then we can still go onto our joints and rotate them from up here and we can still have our main foot and rotate it from where we had it originally. So we have an additional pivot here. So we can call this our foot. Actually let's just call it toe roll for now. Toe roll. Group. Or perhaps it would be better foot because everything here is foot, but let's keep it simple and short for now and later on if we figure we have to rename it and we can rename it. Let's call it toe roll. In the same way we can create our other roles as well. So we can group this one more time. And now if you think about it, there is kind of a, it kind of matters in which order we put things in, but let's just go with it. Create two more groups here. And one is going to be our heal role, our heal role, and we move it to the heel joint group. So when we're rotating from here, get this behavior and then we have one more. This is going to be our ball roll and we move the pivot to the ball joint. We call this our ball roll group. Now if we test it so we can rotate around the ball at the moment is still going inside, but we will work on this in a sec. Okay, so that's working. But here I think we have, actually that should work. It's important thing is that the toe roll comes first and then the ball roll. you shouldn't have the ball roll first and then the toe roll. So let's go with that. And then the heel doesn't matter whether the heel is inside here or at the first one. It just defines how, you know, which one comes first. So basically, um, in this scenario, if we're using our toe roll first to roll around the toe, it will take all these other pivots with it. So if we now go into our heel roll, we can still roll around the heel here. While the other way doesn't really work if we rotate our heel roll first going up. Now it doesn't take, because of the way how the hierarchy works, it doesn't take the toe roll with it because it's outside. So the toe roll pivot is still going to be down here. So if I now do a toe roll, it's going to rotate around this point as opposed to that point up here. But that is actually okay because we will never use both at the same time. Okay, we'll only use one or the other when we're animating. So we will either use the hero to roll around the heel, like for example in a walk cycle when we come down to the ground, use hero, boom, setting this to zero. And only then will we start using the bar roll, okay? And then we'll start using the toe roll from there onwards. So that's actually working in terms of the hierarchy. If we now do it the other way around, so we could just, let's see here, could just take this foot, if we wanted to reorder it, then we could just take this foot joint, move it under the ball, and then take the heel and move it up here, and then take the toe and move it under the heel roll. So then we have it kind of reordered. So now we have to he roll first. So it takes everything else with it, including the toe roll. So then we can roll from the toe or from the ball. But again, now we have the problem in the other way. If we're now rotating first the toe roll, for example, the he roll is still going to be back here. So now we're still rolling around that pivot. OK, so that's something to kind of be aware of, that you cannot rotate from both sides at the same time. But again, I don't think it's a big problem, because you will only use one or the other and then kind of reset it back and use the other one. You will see when we have to set up, this is actually no big deal. The only thing that's important as I said is that total rule comes before ball rule and heal rule is kind of, doesn't matter where it comes. Because those two you actually would animate at the same time. You know, you might animate that one and then the ball rule too. So those two, they actually have to work together and they can. So now that we have that, now the only thing, there's kind of two more things to set up, but let's first start by connecting those rotations, you know, from the controls or from these attributes that we have on foot control into these groups. So let's go into our hyper shade. Let's make this a little bit bigger here. Bring in those groups. These roll groups, graph, add, selected. And then let's also bring in our foot control. And then let's connect this up. So we start with our heel roll, and then what attributes do we have? Heel roll, then ball roll, and then toll roll. Okay. So we connect our heel roll into the heel roll group, rotate X. We're not sure which one we have to use, and we can just double check real quick. So here roll, I know that it's X because that's kind of like the default rotation here, and bending, remember? We talked about a bend, twist side, that's kind of the default because it's a new group, That's the default rotation that we're getting here. Then the foot goes into the second one, so that would be ball roll, goes into ball roll group, rotate X, and then a toe roll goes into toe roll, rotate X. And now if we test these attributes here, then we have our heel roll, we have our toe roll and we have our ball roll. Now for the ball roll we will see that this joint is still kind of going through the ground. It's rotating around the right spot but if we're setting this to kind of 35 or something like that this joint still goes into the ground. But now what we can do is if we now bend this foot up instead to use the same kind of value so minus 35 then it is actually kind of at the origin again if we look at it from the side. So all what we have to do is when we're rotating this down we kind of have to counter rotate the joint up. So we can bring in the joint here as well. And so if this is 35, then the joint needs to be minus 35 counter rotating, right? So we need a multiply divide node in between here to negate that value. And actually there is something else that you can also use instead of a multiply divide. I mean here a multiply divide is probably okay because then we can actually also use that for other channels like you know x, y and z. But if we just want to negate one value then you can also use, I think it's this one, double linear. So if we open this up in the attribute editor, you can see it only has come to values. So you're multiplying one with the other. That's all that node does. Okay. So very simplistic with the multiply divide node, you have all three channels, you have x, y and z, and you also have different operations. So you can multiply, divide, multiply as a default, but you can also set it to divide, or you can also set it to power. While the Moult double linear is always going to be multiplying those two values and giving you an output. So depending on what you want to do, you might want to use one or the other node. I'll go with the multiply divide node. I don't have to use all three channels, but maybe later on we will also do twist and other things like that. So I'll start setting it up the right way. way. So here I go from the foot control, the ball rule goes into input into the first one, for example, and then I'll take the first one and multiply it with minus one. And then that output now, which would be minus 35, that then goes into the rotate x of the joint, mid joint. So output X into rotate X. There we go. Now that it's connected, now if we test our ball roll again, now we can see that actually works. So as we move or rotate our ball roll, the toes are no longer going in. They're actually kind of always counter-animating whatever I put here as a value for my ball roll. And then we can test if the toe roll still works and it does. So, on heel roll, so now we can try a simulating walk cycle. So the foot kind of comes down on the heel, kind of goes towards zero. Okay. And then we would roll around the ball, then we would roll around the toe, kind of at the same time, zero that out, and then the foot would kind of lift off. And then while in mid-air, those would kind of reset. back to zero and that would kind of like go back in-air so you don't actually see the transition happening and then you can set it up like that on the foot again for the next step and roll again. Maybe towards the end try to do some animation tests here like a walk cycle test or some poses to see that that's actually working but it is. So you can see very very simple setup. The only thing that's kind of still missing here is our toe bend. So we we said all what we have to do is connect the tool band into that rotation here. But wait a minute, that's already taken now from our counter animation. So what we have to do is we have to use another math operation. All what we have to do is whatever we are getting from this multiplier here from the value of the ball rule, whatever that is. So for example 35, then we have a rotation of minus 35. But now on top of that, we want to add toband here. So if we set this to 10, we want 10 degrees, that is, bends 10 degrees, right? So we basically want to add those two values together. What we're getting from the multiplier plus what we're getting from the toband. So for that, we have another math note here called plus minus node. So you can also see them all as we saw earlier under utilities. So here we have the blend color that we've used before. Down there we have the multiply divide node that we just used. And then here we have the plus minus average node. If you want to search for it by filter, I think you have to actually not type plus, but rather type plus like us in the symbol. And then you get plus minus average node. That node can be used for adding things together, adding values together, the way how that works. If you haven't used it before, you can, or you have to open it in the attribute editor first before you can connect anything to it and you have to add new items here and kind of new slots. With the multiply div item, you always get two slots. You get input one, input two, and you cannot have more. You can only multiply two values with each other or divide them. With the plus minus, you can have as many as you want, but you have to add them. default there is no non on them so you cannot connect anything to it. The first step that you have to do is I always come into input 3D and add two new items and now we can add those two values together or if you want to have three or four then you can keep on adding and you will get more values that you can add together. First column X, second column Y, last column Z. If you have too many then you can also kind of delete some of them again and leaving it back to two or one or however many. I mean, one doesn't really make sense, but two does. And I always use the input 3D. Input 2D kind of works the same way, only with two values. So that could potentially be useful for U and V. But an input 1D is a little bit special. So I never really used that. And I also pretty much never used the 2D. If I only have two values or only one value, I still use the 3D part of it, but only used that one channel than which we're fine so far. So now I want to add these two values. So the output of the multiply divide no needs to go in here. And output x goes into input 3D into my first one, so input 3D0, and then into x, for example. So now we have that in here, input 1x. And then we also want to add the tow band. So now we add the tow band from our control tow band. We add that into input 3D again, into the second one now, input 3D1, and then invert X again. As I now overcome here, we can see that it's adding these two values together. And then the output of that now needs to go into the joint, into the mid joint here. So let's connect that up. Output 3DX goes into the rotation X. And then we can test it. See if that's doing the right thing that we want. So here it does kind of work. So if we are using tow band or ball roll, it works that it stays. And then on top of that, we can wiggle our tow here. And also, of course, if this is 0, then we can just wiggle our toe. And even if the toe is already raised up, then we can still use our ball roll without affecting our toe until we kind of set this back to 0. So now everything is working with just a few nodes. And this still works. That works. I'm just kind of thinking if that's actually the right order here that I wanted in, if positive is okay to rotate down or if I want positive to kind of rotate up, kind of debating that right now. Because in a way, maybe rotating it up should be positive, bending it up. Bending it down should be maybe negative. Because I guess that's maybe less common than rotating it up. I don't know. You know, it's such a small thing, but if you wanted to do that and obviously we could still achieve that with just changing the order a little bit So then in that case I would add these two values together first that and that Add those together then go from the output into the multiplier and multiply the result of Those two added values or those two values added together multiply that with minus one and then go into the thing here. So that would work. Just thinking if that's something that we should do here, perhaps. Let's leave it for now. Okay, so that's kind of super simple and quick foot set up that we can make. And let's take a break and then we, I want to show you a few more things here on the right and the left side after the break.",
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+ "text": " Okay, let's continue on and work on those feet. So at the moment we only have, if we look at this reveal selected, we have our foot group or foot rig. We have the control underneath there and then we have the shape, let's hide the shapes for a sec. And we have our joints right under there. by the time we select our control, we can move that around and rotate rather and have the foot kind of rotating around the ankle. So what we now want to do is we want to add a couple of different pivot points so that we can also rotate our foot around the toe, for example, or around the heel, around the ball. Those are kind of the three points that we have at this rig at the moment. Later on what we might want to do is we might want to add some more points here that we can also kind of rotate around the toes maybe or kind of like have a pivot here in between those two, the ball and the toe and then maybe even add another pivot kind of somewhere around here so that we can create some more interesting shapes with this foot. But let's keep it simple for now and add all the advanced fancy stuff later on. So just so we have something as a base to start talking about. So on the foot control, just like I did on the hand, here on the hand, if you remember, we added all these extra finger attributes apart from the FKI, KBlend. I'll do the same thing here. So I want to first think what type of attributes do I want. So I want to have a way to rotate around, a roll around the toe, you know, up and down, kind of like for a walk cycle. I want to have a way to roll around the ball. I want to have a way to roll around the heel. So let's add those attributes first. So let's start with a heel roll attribute, ball roll attribute, and the toe roll. And then the other thing that I want is a tow-bend attribute so that we can bend the tow, we call the tow here. So let's call this, it's probably not really, here in this case, it's probably not really to band might even be something like ball band, I don't know. But let's call it to band for now. Can also change the names later if we want. So let's add to band. What you will see is, again, I'm choosing a float so that I can have decimal points and kind of like connect it to rotations and not have stepped motion here. but fluid. So add those guys. And now we want to connect those. So how can we make those joints rotate around a different point than here? So here we have the foot control. And then the toe band is easy to set up. We could just connect the rotation or the attribute into the rotation axis. That's easy. but if we want to kind of rotate in the reverse direction, the opposite way. I see people, you know, doing all kinds of setups like with IK handles, like single chain and whatnot, but I feel that there is an easier way how we can achieve that. All what we have to do is we have the joints here, and by default they're rotating around that joint. We cannot really move the pivot or anything like that, but what we can do is we can just create additional groups. So, we can just take these joins here, create a new group above it, just Ctrl G, Command G I guess, and then this new pivot here can have its pivot wherever we want, right, and it's going to rotate around that particular pivot. So now we can take this pivot, this group's pivot, function left or insert if you're on windows and move it using snapping vkey and move it here to the front. By doing that now for this group here we can rotate the joints that are just parented under there around this pivot. And then we can still go onto our joints and rotate them from up here and we can still have our main foot and rotate it from where we had it originally. So we have an additional pivot here. So we can call this our foot. Actually let's just call it toe roll for now. Toe roll. Group. Or perhaps it would be better foot because everything here is foot, but let's keep it simple and short for now and later on if we figure we have to rename it and we can rename it. Let's call it toe roll. In the same way we can create our other roles as well. So we can group this one more time. And now if you think about it, there is kind of a, it kind of matters in which order we put things in, but let's just go with it. Create two more groups here. And one is going to be our heal role, our heal role, and we move it to the heel joint group. So when we're rotating from here, get this behavior and then we have one more. This is going to be our ball roll and we move the pivot to the ball joint. We call this our ball roll group. Now if we test it so we can rotate around the ball at the moment is still going inside, but we will work on this in a sec. Okay, so that's working. But here I think we have, actually that should work. It's important thing is that the toe roll comes first and then the ball roll. you shouldn't have the ball roll first and then the toe roll. So let's go with that. And then the heel doesn't matter whether the heel is inside here or at the first one. It just defines how, you know, which one comes first. So basically, um, in this scenario, if we're using our toe roll first to roll around the toe, it will take all these other pivots with it. So if we now go into our heel roll, we can still roll around the heel here. While the other way doesn't really work if we rotate our heel roll first going up. Now it doesn't take, because of the way how the hierarchy works, it doesn't take the toe roll with it because it's outside. So the toe roll pivot is still going to be down here. So if I now do a toe roll, it's going to rotate around this point as opposed to that point up here. But that is actually okay because we will never use both at the same time. Okay, we'll only use one or the other when we're animating. So we will either use the hero to roll around the heel, like for example in a walk cycle when we come down to the ground, use hero, boom, setting this to zero. And only then will we start using the bar roll, okay? And then we'll start using the toe roll from there onwards. So that's actually working in terms of the hierarchy. If we now do it the other way around, so we could just, let's see here, could just take this foot, if we wanted to reorder it, then we could just take this foot joint, move it under the ball, and then take the heel and move it up here, and then take the toe and move it under the heel roll. So then we have it kind of reordered. So now we have to he roll first. So it takes everything else with it, including the toe roll. So then we can roll from the toe or from the ball. But again, now we have the problem in the other way. If we're now rotating first the toe roll, for example, the he roll is still going to be back here. So now we're still rolling around that pivot. OK, so that's something to kind of be aware of, that you cannot rotate from both sides at the same time. But again, I don't think it's a big problem, because you will only use one or the other and then kind of reset it back and use the other one. You will see when we have to set up, this is actually no big deal. The only thing that's important as I said is that total rule comes before ball rule and heal rule is kind of, doesn't matter where it comes. Because those two you actually would animate at the same time. You know, you might animate that one and then the ball rule too. So those two, they actually have to work together and they can. So now that we have that, now the only thing, there's kind of two more things to set up, but let's first start by connecting those rotations, you know, from the controls or from these attributes that we have on foot control into these groups. So let's go into our hyper shade. Let's make this a little bit bigger here. Bring in those groups. These roll groups, graph, add, selected. And then let's also bring in our foot control. And then let's connect this up. So we start with our heel roll, and then what attributes do we have? Heel roll, then ball roll, and then toll roll. Okay. So we connect our heel roll into the heel roll group, rotate X. We're not sure which one we have to use, and we can just double check real quick. So here roll, I know that it's X because that's kind of like the default rotation here, and bending, remember? We talked about a bend, twist side, that's kind of the default because it's a new group, That's the default rotation that we're getting here. Then the foot goes into the second one, so that would be ball roll, goes into ball roll group, rotate X, and then a toe roll goes into toe roll, rotate X. And now if we test these attributes here, then we have our heel roll, we have our toe roll and we have our ball roll. Now for the ball roll we will see that this joint is still kind of going through the ground. It's rotating around the right spot but if we're setting this to kind of 35 or something like that this joint still goes into the ground. But now what we can do is if we now bend this foot up instead to use the same kind of value so minus 35 then it is actually kind of at the origin again if we look at it from the side. So all what we have to do is when we're rotating this down we kind of have to counter rotate the joint up. So we can bring in the joint here as well. And so if this is 35, then the joint needs to be minus 35 counter rotating, right? So we need a multiply divide node in between here to negate that value. And actually there is something else that you can also use instead of a multiply divide. I mean here a multiply divide is probably okay because then we can actually also use that for other channels like you know x, y and z. But if we just want to negate one value then you can also use, I think it's this one, double linear. So if we open this up in the attribute editor, you can see it only has come to values. So you're multiplying one with the other. That's all that node does. Okay. So very simplistic with the multiply divide node, you have all three channels, you have x, y and z, and you also have different operations. So you can multiply, divide, multiply as a default, but you can also set it to divide, or you can also set it to power. While the Moult double linear is always going to be multiplying those two values and giving you an output. So depending on what you want to do, you might want to use one or the other node. I'll go with the multiply divide node. I don't have to use all three channels, but maybe later on we will also do twist and other things like that. So I'll start setting it up the right way. way. So here I go from the foot control, the ball rule goes into input into the first one, for example, and then I'll take the first one and multiply it with minus one. And then that output now, which would be minus 35, that then goes into the rotate x of the joint, mid joint. So output X into rotate X. There we go. Now that it's connected, now if we test our ball roll again, now we can see that actually works. So as we move or rotate our ball roll, the toes are no longer going in. They're actually kind of always counter-animating whatever I put here as a value for my ball roll. And then we can test if the toe roll still works and it does. So, on heel roll, so now we can try a simulating walk cycle. So the foot kind of comes down on the heel, kind of goes towards zero. Okay. And then we would roll around the ball, then we would roll around the toe, kind of at the same time, zero that out, and then the foot would kind of lift off. And then while in mid-air, those would kind of reset. back to zero and that would kind of like go back in-air so you don't actually see the transition happening and then you can set it up like that on the foot again for the next step and roll again. Maybe towards the end try to do some animation tests here like a walk cycle test or some poses to see that that's actually working but it is. So you can see very very simple setup. The only thing that's kind of still missing here is our toe bend. So we we said all what we have to do is connect the tool band into that rotation here. But wait a minute, that's already taken now from our counter animation. So what we have to do is we have to use another math operation. All what we have to do is whatever we are getting from this multiplier here from the value of the ball rule, whatever that is. So for example 35, then we have a rotation of minus 35. But now on top of that, we want to add toband here. So if we set this to 10, we want 10 degrees, that is, bends 10 degrees, right? So we basically want to add those two values together. What we're getting from the multiplier plus what we're getting from the toband. So for that, we have another math note here called plus minus node. So you can also see them all as we saw earlier under utilities. So here we have the blend color that we've used before. Down there we have the multiply divide node that we just used. And then here we have the plus minus average node. If you want to search for it by filter, I think you have to actually not type plus, but rather type plus like us in the symbol. And then you get plus minus average node. That node can be used for adding things together, adding values together, the way how that works. If you haven't used it before, you can, or you have to open it in the attribute editor first before you can connect anything to it and you have to add new items here and kind of new slots. With the multiply div item, you always get two slots. You get input one, input two, and you cannot have more. You can only multiply two values with each other or divide them. With the plus minus, you can have as many as you want, but you have to add them. default there is no non on them so you cannot connect anything to it. The first step that you have to do is I always come into input 3D and add two new items and now we can add those two values together or if you want to have three or four then you can keep on adding and you will get more values that you can add together. First column X, second column Y, last column Z. If you have too many then you can also kind of delete some of them again and leaving it back to two or one or however many. I mean, one doesn't really make sense, but two does. And I always use the input 3D. Input 2D kind of works the same way, only with two values. So that could potentially be useful for U and V. But an input 1D is a little bit special. So I never really used that. And I also pretty much never used the 2D. If I only have two values or only one value, I still use the 3D part of it, but only used that one channel than which we're fine so far. So now I want to add these two values. So the output of the multiply divide no needs to go in here. And output x goes into input 3D into my first one, so input 3D0, and then into x, for example. So now we have that in here, input 1x. And then we also want to add the tow band. So now we add the tow band from our control tow band. We add that into input 3D again, into the second one now, input 3D1, and then invert X again. As I now overcome here, we can see that it's adding these two values together. And then the output of that now needs to go into the joint, into the mid joint here. So let's connect that up. Output 3DX goes into the rotation X. And then we can test it. See if that's doing the right thing that we want. So here it does kind of work. So if we are using tow band or ball roll, it works that it stays. And then on top of that, we can wiggle our tow here. And also, of course, if this is 0, then we can just wiggle our toe. And even if the toe is already raised up, then we can still use our ball roll without affecting our toe until we kind of set this back to 0. So now everything is working with just a few nodes. And this still works. That works. I'm just kind of thinking if that's actually the right order here that I wanted in, if positive is okay to rotate down or if I want positive to kind of rotate up, kind of debating that right now. Because in a way, maybe rotating it up should be positive, bending it up. Bending it down should be maybe negative. Because I guess that's maybe less common than rotating it up. I don't know. You know, it's such a small thing, but if you wanted to do that and obviously we could still achieve that with just changing the order a little bit So then in that case I would add these two values together first that and that Add those together then go from the output into the multiplier and multiply the result of Those two added values or those two values added together multiply that with minus one and then go into the thing here. So that would work. Just thinking if that's something that we should do here, perhaps. Let's leave it for now. Okay, so that's kind of super simple and quick foot set up that we can make. And let's take a break and then we, I want to show you a few more things here on the right and the left side after the break."
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+ }
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+ }