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Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 07 auto shoulders pt1_frames.zip

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+ "text": " In this video I want to talk about shoulders and how we can make an auto shoulder setup. The reason for that is because if we're lifting our arm, I mean this is not a typical pose or a realistic pose rather because whenever you're trying to lift your arm higher than you know like 90 degrees or like straight. Typically the shoulder is involved as well. I mean you cannot really lift your arm 90 degrees without lifting your shoulder here as well. So this is a much more realistic movement than without the shoulder involved. So now obviously we have a control for that, so animators can use that, but it is still nice if that happens automatically whenever the animator is raising the arm in IK that the shoulder is going up with it. So what What we can do for that is we can add an auto shoulder and I want to show you how we can do that. It's actually quite simple. What we can do is we can take the rotation of this joint here, the IK route, and apply whatever the rotation is. If I try to make this a little bit nicer and cleaner so that we can try to get only one rotation in here. that would be the rotation in set here would be the rotation for going up. So if we take that value and kind of remap it to the rotation of this or use a multiplier or something like that, then we can apply that to the rotation set of the shoulder and hook it up that way. However, there are a couple of problems with doing it directly from the IK root join and that is whenever you're applying. So here you can see now at the moment it's 70 degrees so if we say for example the shoulder should move half of that so we were to take for example a multiply divide no divided by 2 and then or multiply with 0.5 and then we would get something like 38 and we would apply this 38 to this joint here right, something like that. Now if I go to this joint you can see that the rotation has changed. So it is now 33 degrees instead of a minus 77 degrees. So that means you're kind of getting a loop again where the rotation of this joint controls the shoulder, but then the shoulder also changes the rotation of that joint again in return. So what you can do instead, what is a better way of doing it is creating a new chain, a new IK chain and using that, but having that be outside of the shoulder. So let me show you what I mean by that. We'll just take, let me make the joints here a little bit bigger again. And we'll try to find our ik arm. We take our ik arm and we duplicate it, making sure that we're in neutral here, right? So no animation applied. That's all zero. That's all zero. Okay. So we duplicate our ik hierarchy. And now we want to rename that. of all what we can do is we can get rid of this effector that's something that belongs to the IK handle and we don't need that at the moment because we're going to recreate a new IK handle for this new chain here. That's silly the effector and then let's rename those IK joints to be something more specific. Let's name it maybe arm IK, We name it auto shoulder root, just to that it has a unique name. So I'll take the auto shoulder and apply it here, IK auto shoulder, IK auto shoulder end. So here we have our new hierarchy. Now what we're going to do is we're going to create a new IK handle for this as well. So skeleton IK handle tool, we want to make sure that we kind of replicate the IK that's already there. We want to have a rotate plane again. And then we go from the first joint and then I think it is command to the last joint here in the end. And we get a new factor as you can see and we get a new IK handle for our new chain here, our new IK chain for the shoulder. And we can now put this IK chain under, also under the IK handle here, so we just parent it under that. Select parent P and now it's under the arm IK along with the other IK handle. I can do some renaming here, I forgot to rename that earlier, so let's name this arm IK handle and let's name this arm auto shoulder IK handle. So we know what it's for and I will also re-store our pole vector on this IK handle as well. So we select the control, we select our new IK, IK handle for the auto-shoulder and go to constraint, pull vector again. Now we have that going and now those two IK handles when we move, that those two IK chains they should do exactly the same thing. And one we're going to use for our auto-shoulder to read it and the other one is where we're going to apply it. So let's hide this IK handle in here. I don't need to see that anymore. Now when we raise that up, you can see at the moment they're both still parented to the arm, and the arm group is parented under the shoulder control. So now when we raise the shoulder, obviously both of these IKs, the regular IK and the auto-shoulder IK here are going up. So we don't want that. So what we're going to do is we're going to parent the auto-shoulder root group here away from there. So that is no longer under the shoulder. We're going to parent it above the shoulder control. So we can just go one step up, which would be the chest group. So let's parent it under there. Before I do that, I reset my rig though. And then I parent the arm here, just under the shoulder. So we take our auto shoulder. This is the one that's going to give us the distance without the shoulder involved. So I parent it under the chest group. So then it looks like this. OK. And now if we raise that arm again, you can see it's still doing the same thing. now we can take the order shoulder root and kind of take that distance and divide it or use a remap to apply it to our shoulder. And when we do that, you can see the regular IK is actually going up, but the other one here is staying behind. So this value stays the same, even whatever I do with the shoulders, it will always stay the same. So therefore, not getting a loop anymore. And that's exactly the goal here. So let's try to hook that up now. Let's make it quite simple for now. Let's do a, I'll probably go for remap as opposed to a multiply divide node because I don't want to just take this rotation here and divide it by two because then what will happen is if it goes up and if it will go down it will always have the same values. So That means when we're going down with this completely, then this would also rotate kind of like 45 degrees or something. And that's also something that we don't want, because for going down, it's more like the arm that's involved. The shoulder only goes down maybe a little bit, but not half as much as the arm is bending down or rotating down. While for up, the up motion is much more severe when we're raising our arm. So we want to have different values for up that we want to have for down. And therefore I'm going to use a remap. So let's go in here and hooked it up. I'll try to do it in a node editor. So now what we want is we want the rotation where it's coming from. So that's going to be the IK auto shoulder root joint. So I'll bring that in here. and then I don't need those two guys, can remove them. This one. So from this rotation, and we said it was rotation set here, I believe. Yep, rotation set, we go into remap node, remap. And we have kind of two options, we can do a remap value or we can do a remap color. remap value, so tap and remap value, enter. The remap value has kind of one remap possibility here. If we open this up in the attribute editor, we can see we can remap the value, and that's it, right? While with the remap color, so if we enter remap color here, we We have three. We have one for red, one for green, one for blue. And what I want to do here with this is I want to have two different remaps. I want to have one for up and down and one for back and forward as well. Because if you're moving your arm forward and if you're moving your arm backwards, the shoulder will also rotate a little bit with it. So therefore I'm going to use the remap color for this one here. And what I'll do is I'll plug in the rotation here into my color inputs to color. I can just go all three, I can connect all three up, x to r, y to g, and z to b. It's creating unit conversions again because that's to convert from color, sorry, from rotation to color. And then from this output, then I'm going into the shoulder. into the shoulder. However, here we have the control for the shoulder. So I don't want to put it on the control itself. I also don't want to necessarily put it on the group of the shoulder. I want to kind of keep it clean and not having any inputs. So instead of this, I'm going to create another group here on top of it that I can call auto shoulder group or something like that. So let's take the control of the shoulder, group it into itself, And then we'll call this rshoulderauto, or auto shoulder, I guess. Let's call it shoulderauto. Not very consistent with what I named these IKs. Maybe we should have changed that here, but it's okay now. Shoulderauto group. And I want to move the pivot now to that same location where the shoulder originates from. It's up there. Okay, pivot in the right spot. And now we can apply or connect the output of the remap color node into our shoulder auto group. So we'll bring that over here. It's already here. And we connect the output, the out color here, into the rotation of that group. Okay. Again, it's converting color into a rotation. Now if we try that, the moment nothing is happening yet, because we have to set the values on the remap color node. So I'll take this, I'll show the input connections here once again. And we go into our color node and now we remap this. So the input value can either be kind of like 90 to minus 90, We could probably also go 180 or minus 180 to 180 depending on how far we think we might want to go up with the arm. Maybe 90 might be fine for now, but we might want to change it or make it higher. For example, if the arm goes all the way down and to the other side, then it would be more than 90. Let's try 90 and 90 for now though. And then the output, that's the new rotation that we want, so let's put it to maybe minus 45 and 45. And then we can already see now the arm is kind of raising up here, 45 degrees, or the shoulder rather is raising up. And we can also see that the arm that's staying behind is our shoulder auto, auto shoulder root joint. That's the one that we don't want to lift because we want to keep that rotation the same even if the shoulder goes up. the other one here actually does go up. And we're getting a smaller value here. So if we look at the geo, then we can see now if we are raising this up, we can see that the shoulder is lifting up with it. But at the moment, it's all going down, which, again, I said before, it's not very realistic. So for down, we probably want to have a different value than for going up. So now we can come into our remap color node. And instead of changing the values here, we should probably leave these values the same so that it kind of just halves whatever rotation is coming in. But now we can go to the attribute editor and play with these remaps here. So for up and down, that was my Z channel. So it would be the last one, the blue one. And we can come in here and create a new key here, a new point at 0.5, 0.5. So this is going to be our neutral that we never want to change. If the arm is zero, the rotation, we want the shoulder also to be zero. But now what we can do is we can play with the negative and the positive here separately and adjust what it means if it goes up and what it means if it goes down. So you can think of these as kind of like multipliers. So this would be for going down, okay, positive because here it's going up. This rotation is minus. So then we adjust the minus, the negative and then you can see here I can adjust how much I want. So for example, if I set this all the way down to the minimum here, here, it will use the full minimum, which we set to minus 45. If however we come in here and we change it, for example, to be 0.5, then it will use the 0.5 value, which in our case here will be kind of like half between those two minimum maximums. So it will be at zero. So that means if we're raising our arm now, it won't do anything. Only if we lower it, it will go down. So that's exactly kind of what we want for the opposite. So we go in here and we adjust that. So 25% or 0.25 here would obviously move it half, so it would be the half of 45 degrees. That would be 22 degrees here, for example. So up we probably want to get quite a bit, so maybe 45 even all the way. But for going down, that's where we want to adjust it. And that's the valley behind. So here you can see now that I can play with this and see which valley kind of makes sense. how much I want the shoulder to go down. So for me, perhaps 75. This might even be still too much. It's like really drooping the shoulder down. I don't think that's very realistic. So let's try to go for an even lower value. Maybe let's go for 0.6 and see how that feels. So now you can see the shoulder goes down a little bit, barely. And then for going up, It lifts quite a lot. However, there is also another thing here. You can see that it starts like it's very, very subtle, but then all of a sudden it raises a lot. So depending if you want it or not, actually that probably doesn't look too bad here. Maybe down could even be a little bit more now. Let's try 65. Let's see what we get here. That doesn't look too bad. And then going up. I think the maximum kind of looks nice. I like that. could also decrease it a little bit. Something like that, depending on what we're happy with. I like the maximum quite a lot. What I don't really like too much is that it's raising right away. And it's kind of slow, slow, slow. And then all of a sudden it raises. So what I want to try to do is get a little bit more of an ease in into this rotation. So I can now come in here and play with these tangents here. I can make this a little bit bigger. And I can set this to smooth, or rather spline, I guess. And set this one here to also spline. Or linear strides. So that we're getting a little bit more of an ease in and ease out here. So then it starts off slower and then increases. We can even make it more severe if we wanted to, by just adding more, actually I think I made a mistake here because this one was for our down and this one here is for our up. But what we could do is we could take another point here and kind of like bring that in and make that linear. As long as we keep this one here at 0.5, 0.5, our neutral will always be zero. So when the incoming value is zero, the outgoing value will also be zero. But by adding this new point here, we can kind of play with how fast it kind of goes up. Let's try this. So now it doesn't raise until later on, as you can see. Or well, it does raise, but it raises lower, and then it starts raising faster the higher you go. So you can really play with this and create some nice motion with this, trying to see if I can find maybe a better interpolation type. Maybe spline works better here. It's trying to create a nice ease in. So that might look OK. Can ignore the chest here for now. We'll add more joints later on. But in terms of just the shoulder, I think this is looking pretty good for up and down anyways. And then we can look at the forward-back as well. Forward. I'm wondering if we should add joins just so that we don't have to look at all this skinnier collapsing. forward backwards, I think we have, it's not really rotating with it. Because I think I might have connected it to the wrong one. Let's see. So this is forward backwards here, but for our shoulder it seems that it's actually twisting. So let's bring this back to zero and see what we have to connect instead. So forward backward here is x, but for our shoulder group it would actually be y. So we want to connect the output x from our band color into the y of our shoulder. to that, they're not the same here. So let's connect the x which would be r into our y rotation and then we also have to or could connect the twist if we wanted to or maybe leave the twist out of it. So then we just break the connection for the x that there There is no more X. Because twisting on the shoulder doesn't make sense anyway. So let's break this connection. They will really only have the up and down, which would be sad, and the forward backwards, which would be X here, based on the rotation X of the arm. So let's try this. Now we can see it's moving forward, the shoulder, and backwards. And here with backwards I would say that probably it should move a little bit more backwards than forwards. If you're trying to move your arm forward the shoulder will not go so much, but for backwards I think it can go quite a bit. So we can also now play with these remap values of course. it shouldn't be 45 when the arm is all the way forward or maybe at the very end. So let's try to set this up here so we come to our remap and here we have to remap now the R for X. So we go into the attribute editor and our red channel is for forward back now. So we add again our 50% point here, 0.5, 0.5, 0.5. So that is going to mark our neutral. And then we can play with the positive, or that's for going back, and this side would then be for going forward. So then we can say, for example, let's see what we want to do here. Maybe let's try to go for a half as much, so 22 degrees forward. And for backwards probably maybe also 0.25. And what we can then think about is maybe we want here again also an ease in and ease out so that if it goes forward it starts by staying more straighter and then only as the arm angle is increasing then it starts coming forward more. So let's see if we can achieve that. can make this a little bit bigger which is easier to see. This was before backwards, so then we go put in another point here and kind of start slow and then it starts increasing as we go further. We can potentially maybe set this to smooth here. It probably doesn't work too well. We could also add the same thing for going backwards that it kind of starts. Although I think for backwards it probably starts right away. So we probably want something more like this. Let's see if we can make these lines a little bit smoother here, setting it to spline perhaps. Let's see if that works or what that gives us. It's always a little bit tricky. I wish we had a tension here that we could manipulate. Now we have to add more joints into simulating that a little bit, that smoothness in here. But if you're setting it to spline, it seems to be working quite well. And this is really only how we are going to remap the incoming connection. So now if we move forward, you can see it starting out, moving only a little bit with the arms rotation. But then the further we go as we are approaching 90, it will go more or stronger. Maybe it could come even stronger here in the end. In the last, you know, like 10% or so. Let's try linear here for this last one. And then you can see it's kind of staying straight. But the more this angle increases, the more it will kind of come forward. As this is approaching 90 degrees. OK, so I think this is working quite well. Let's test the backwards motion here, too. Here it's obviously flipping because we haven't moved our pole vector. So if we were to move the pole vector back, and we would see it's correct. So that probably doesn't look too bad. Can always come in and adjust it later a little bit more. What I'm probably going to do later on is add a shoulder blade setup here that we can control the shoulder blade a little bit better. But just in terms of looking at the shoulder here But the clavicle is doing, I think that doesn't look too bad now. We have up and down and everything working.",
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+ "text": " In this video I want to talk about shoulders and how we can make an auto shoulder setup. The reason for that is because if we're lifting our arm, I mean this is not a typical pose or a realistic pose rather because whenever you're trying to lift your arm higher than you know like 90 degrees or like straight. Typically the shoulder is involved as well. I mean you cannot really lift your arm 90 degrees without lifting your shoulder here as well. So this is a much more realistic movement than without the shoulder involved. So now obviously we have a control for that, so animators can use that, but it is still nice if that happens automatically whenever the animator is raising the arm in IK that the shoulder is going up with it. So what What we can do for that is we can add an auto shoulder and I want to show you how we can do that. It's actually quite simple. What we can do is we can take the rotation of this joint here, the IK route, and apply whatever the rotation is. If I try to make this a little bit nicer and cleaner so that we can try to get only one rotation in here. that would be the rotation in set here would be the rotation for going up. So if we take that value and kind of remap it to the rotation of this or use a multiplier or something like that, then we can apply that to the rotation set of the shoulder and hook it up that way. However, there are a couple of problems with doing it directly from the IK root join and that is whenever you're applying. So here you can see now at the moment it's 70 degrees so if we say for example the shoulder should move half of that so we were to take for example a multiply divide no divided by 2 and then or multiply with 0.5 and then we would get something like 38 and we would apply this 38 to this joint here right, something like that. Now if I go to this joint you can see that the rotation has changed. So it is now 33 degrees instead of a minus 77 degrees. So that means you're kind of getting a loop again where the rotation of this joint controls the shoulder, but then the shoulder also changes the rotation of that joint again in return. So what you can do instead, what is a better way of doing it is creating a new chain, a new IK chain and using that, but having that be outside of the shoulder. So let me show you what I mean by that. We'll just take, let me make the joints here a little bit bigger again. And we'll try to find our ik arm. We take our ik arm and we duplicate it, making sure that we're in neutral here, right? So no animation applied. That's all zero. That's all zero. Okay. So we duplicate our ik hierarchy. And now we want to rename that. of all what we can do is we can get rid of this effector that's something that belongs to the IK handle and we don't need that at the moment because we're going to recreate a new IK handle for this new chain here. That's silly the effector and then let's rename those IK joints to be something more specific. Let's name it maybe arm IK, We name it auto shoulder root, just to that it has a unique name. So I'll take the auto shoulder and apply it here, IK auto shoulder, IK auto shoulder end. So here we have our new hierarchy. Now what we're going to do is we're going to create a new IK handle for this as well. So skeleton IK handle tool, we want to make sure that we kind of replicate the IK that's already there. We want to have a rotate plane again. And then we go from the first joint and then I think it is command to the last joint here in the end. And we get a new factor as you can see and we get a new IK handle for our new chain here, our new IK chain for the shoulder. And we can now put this IK chain under, also under the IK handle here, so we just parent it under that. Select parent P and now it's under the arm IK along with the other IK handle. I can do some renaming here, I forgot to rename that earlier, so let's name this arm IK handle and let's name this arm auto shoulder IK handle. So we know what it's for and I will also re-store our pole vector on this IK handle as well. So we select the control, we select our new IK, IK handle for the auto-shoulder and go to constraint, pull vector again. Now we have that going and now those two IK handles when we move, that those two IK chains they should do exactly the same thing. And one we're going to use for our auto-shoulder to read it and the other one is where we're going to apply it. So let's hide this IK handle in here. I don't need to see that anymore. Now when we raise that up, you can see at the moment they're both still parented to the arm, and the arm group is parented under the shoulder control. So now when we raise the shoulder, obviously both of these IKs, the regular IK and the auto-shoulder IK here are going up. So we don't want that. So what we're going to do is we're going to parent the auto-shoulder root group here away from there. So that is no longer under the shoulder. We're going to parent it above the shoulder control. So we can just go one step up, which would be the chest group. So let's parent it under there. Before I do that, I reset my rig though. And then I parent the arm here, just under the shoulder. So we take our auto shoulder. This is the one that's going to give us the distance without the shoulder involved. So I parent it under the chest group. So then it looks like this. OK. And now if we raise that arm again, you can see it's still doing the same thing. now we can take the order shoulder root and kind of take that distance and divide it or use a remap to apply it to our shoulder. And when we do that, you can see the regular IK is actually going up, but the other one here is staying behind. So this value stays the same, even whatever I do with the shoulders, it will always stay the same. So therefore, not getting a loop anymore. And that's exactly the goal here. So let's try to hook that up now. Let's make it quite simple for now. Let's do a, I'll probably go for remap as opposed to a multiply divide node because I don't want to just take this rotation here and divide it by two because then what will happen is if it goes up and if it will go down it will always have the same values. So That means when we're going down with this completely, then this would also rotate kind of like 45 degrees or something. And that's also something that we don't want, because for going down, it's more like the arm that's involved. The shoulder only goes down maybe a little bit, but not half as much as the arm is bending down or rotating down. While for up, the up motion is much more severe when we're raising our arm. So we want to have different values for up that we want to have for down. And therefore I'm going to use a remap. So let's go in here and hooked it up. I'll try to do it in a node editor. So now what we want is we want the rotation where it's coming from. So that's going to be the IK auto shoulder root joint. So I'll bring that in here. and then I don't need those two guys, can remove them. This one. So from this rotation, and we said it was rotation set here, I believe. Yep, rotation set, we go into remap node, remap. And we have kind of two options, we can do a remap value or we can do a remap color. remap value, so tap and remap value, enter. The remap value has kind of one remap possibility here. If we open this up in the attribute editor, we can see we can remap the value, and that's it, right? While with the remap color, so if we enter remap color here, we We have three. We have one for red, one for green, one for blue. And what I want to do here with this is I want to have two different remaps. I want to have one for up and down and one for back and forward as well. Because if you're moving your arm forward and if you're moving your arm backwards, the shoulder will also rotate a little bit with it. So therefore I'm going to use the remap color for this one here. And what I'll do is I'll plug in the rotation here into my color inputs to color. I can just go all three, I can connect all three up, x to r, y to g, and z to b. It's creating unit conversions again because that's to convert from color, sorry, from rotation to color. And then from this output, then I'm going into the shoulder. into the shoulder. However, here we have the control for the shoulder. So I don't want to put it on the control itself. I also don't want to necessarily put it on the group of the shoulder. I want to kind of keep it clean and not having any inputs. So instead of this, I'm going to create another group here on top of it that I can call auto shoulder group or something like that. So let's take the control of the shoulder, group it into itself, And then we'll call this rshoulderauto, or auto shoulder, I guess. Let's call it shoulderauto. Not very consistent with what I named these IKs. Maybe we should have changed that here, but it's okay now. Shoulderauto group. And I want to move the pivot now to that same location where the shoulder originates from. It's up there. Okay, pivot in the right spot. And now we can apply or connect the output of the remap color node into our shoulder auto group. So we'll bring that over here. It's already here. And we connect the output, the out color here, into the rotation of that group. Okay. Again, it's converting color into a rotation. Now if we try that, the moment nothing is happening yet, because we have to set the values on the remap color node. So I'll take this, I'll show the input connections here once again. And we go into our color node and now we remap this. So the input value can either be kind of like 90 to minus 90, We could probably also go 180 or minus 180 to 180 depending on how far we think we might want to go up with the arm. Maybe 90 might be fine for now, but we might want to change it or make it higher. For example, if the arm goes all the way down and to the other side, then it would be more than 90. Let's try 90 and 90 for now though. And then the output, that's the new rotation that we want, so let's put it to maybe minus 45 and 45. And then we can already see now the arm is kind of raising up here, 45 degrees, or the shoulder rather is raising up. And we can also see that the arm that's staying behind is our shoulder auto, auto shoulder root joint. That's the one that we don't want to lift because we want to keep that rotation the same even if the shoulder goes up. the other one here actually does go up. And we're getting a smaller value here. So if we look at the geo, then we can see now if we are raising this up, we can see that the shoulder is lifting up with it. But at the moment, it's all going down, which, again, I said before, it's not very realistic. So for down, we probably want to have a different value than for going up. So now we can come into our remap color node. And instead of changing the values here, we should probably leave these values the same so that it kind of just halves whatever rotation is coming in. But now we can go to the attribute editor and play with these remaps here. So for up and down, that was my Z channel. So it would be the last one, the blue one. And we can come in here and create a new key here, a new point at 0.5, 0.5. So this is going to be our neutral that we never want to change. If the arm is zero, the rotation, we want the shoulder also to be zero. But now what we can do is we can play with the negative and the positive here separately and adjust what it means if it goes up and what it means if it goes down. So you can think of these as kind of like multipliers. So this would be for going down, okay, positive because here it's going up. This rotation is minus. So then we adjust the minus, the negative and then you can see here I can adjust how much I want. So for example, if I set this all the way down to the minimum here, here, it will use the full minimum, which we set to minus 45. If however we come in here and we change it, for example, to be 0.5, then it will use the 0.5 value, which in our case here will be kind of like half between those two minimum maximums. So it will be at zero. So that means if we're raising our arm now, it won't do anything. Only if we lower it, it will go down. So that's exactly kind of what we want for the opposite. So we go in here and we adjust that. So 25% or 0.25 here would obviously move it half, so it would be the half of 45 degrees. That would be 22 degrees here, for example. So up we probably want to get quite a bit, so maybe 45 even all the way. But for going down, that's where we want to adjust it. And that's the valley behind. So here you can see now that I can play with this and see which valley kind of makes sense. how much I want the shoulder to go down. So for me, perhaps 75. This might even be still too much. It's like really drooping the shoulder down. I don't think that's very realistic. So let's try to go for an even lower value. Maybe let's go for 0.6 and see how that feels. So now you can see the shoulder goes down a little bit, barely. And then for going up, It lifts quite a lot. However, there is also another thing here. You can see that it starts like it's very, very subtle, but then all of a sudden it raises a lot. So depending if you want it or not, actually that probably doesn't look too bad here. Maybe down could even be a little bit more now. Let's try 65. Let's see what we get here. That doesn't look too bad. And then going up. I think the maximum kind of looks nice. I like that. could also decrease it a little bit. Something like that, depending on what we're happy with. I like the maximum quite a lot. What I don't really like too much is that it's raising right away. And it's kind of slow, slow, slow. And then all of a sudden it raises. So what I want to try to do is get a little bit more of an ease in into this rotation. So I can now come in here and play with these tangents here. I can make this a little bit bigger. And I can set this to smooth, or rather spline, I guess. And set this one here to also spline. Or linear strides. So that we're getting a little bit more of an ease in and ease out here. So then it starts off slower and then increases. We can even make it more severe if we wanted to, by just adding more, actually I think I made a mistake here because this one was for our down and this one here is for our up. But what we could do is we could take another point here and kind of like bring that in and make that linear. As long as we keep this one here at 0.5, 0.5, our neutral will always be zero. So when the incoming value is zero, the outgoing value will also be zero. But by adding this new point here, we can kind of play with how fast it kind of goes up. Let's try this. So now it doesn't raise until later on, as you can see. Or well, it does raise, but it raises lower, and then it starts raising faster the higher you go. So you can really play with this and create some nice motion with this, trying to see if I can find maybe a better interpolation type. Maybe spline works better here. It's trying to create a nice ease in. So that might look OK. Can ignore the chest here for now. We'll add more joints later on. But in terms of just the shoulder, I think this is looking pretty good for up and down anyways. And then we can look at the forward-back as well. Forward. I'm wondering if we should add joins just so that we don't have to look at all this skinnier collapsing. forward backwards, I think we have, it's not really rotating with it. Because I think I might have connected it to the wrong one. Let's see. So this is forward backwards here, but for our shoulder it seems that it's actually twisting. So let's bring this back to zero and see what we have to connect instead. So forward backward here is x, but for our shoulder group it would actually be y. So we want to connect the output x from our band color into the y of our shoulder. to that, they're not the same here. So let's connect the x which would be r into our y rotation and then we also have to or could connect the twist if we wanted to or maybe leave the twist out of it. So then we just break the connection for the x that there There is no more X. Because twisting on the shoulder doesn't make sense anyway. So let's break this connection. They will really only have the up and down, which would be sad, and the forward backwards, which would be X here, based on the rotation X of the arm. So let's try this. Now we can see it's moving forward, the shoulder, and backwards. And here with backwards I would say that probably it should move a little bit more backwards than forwards. If you're trying to move your arm forward the shoulder will not go so much, but for backwards I think it can go quite a bit. So we can also now play with these remap values of course. it shouldn't be 45 when the arm is all the way forward or maybe at the very end. So let's try to set this up here so we come to our remap and here we have to remap now the R for X. So we go into the attribute editor and our red channel is for forward back now. So we add again our 50% point here, 0.5, 0.5, 0.5. So that is going to mark our neutral. And then we can play with the positive, or that's for going back, and this side would then be for going forward. So then we can say, for example, let's see what we want to do here. Maybe let's try to go for a half as much, so 22 degrees forward. And for backwards probably maybe also 0.25. And what we can then think about is maybe we want here again also an ease in and ease out so that if it goes forward it starts by staying more straighter and then only as the arm angle is increasing then it starts coming forward more. So let's see if we can achieve that. can make this a little bit bigger which is easier to see. This was before backwards, so then we go put in another point here and kind of start slow and then it starts increasing as we go further. We can potentially maybe set this to smooth here. It probably doesn't work too well. We could also add the same thing for going backwards that it kind of starts. Although I think for backwards it probably starts right away. So we probably want something more like this. Let's see if we can make these lines a little bit smoother here, setting it to spline perhaps. Let's see if that works or what that gives us. It's always a little bit tricky. I wish we had a tension here that we could manipulate. Now we have to add more joints into simulating that a little bit, that smoothness in here. But if you're setting it to spline, it seems to be working quite well. And this is really only how we are going to remap the incoming connection. So now if we move forward, you can see it starting out, moving only a little bit with the arms rotation. But then the further we go as we are approaching 90, it will go more or stronger. Maybe it could come even stronger here in the end. In the last, you know, like 10% or so. Let's try linear here for this last one. And then you can see it's kind of staying straight. But the more this angle increases, the more it will kind of come forward. As this is approaching 90 degrees. OK, so I think this is working quite well. Let's test the backwards motion here, too. Here it's obviously flipping because we haven't moved our pole vector. So if we were to move the pole vector back, and we would see it's correct. So that probably doesn't look too bad. Can always come in and adjust it later a little bit more. What I'm probably going to do later on is add a shoulder blade setup here that we can control the shoulder blade a little bit better. But just in terms of looking at the shoulder here But the clavicle is doing, I think that doesn't look too bad now. We have up and down and everything working."
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