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Add transcription for: week08 08 bendy limbs pt2.wav

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transcriptions/week08 08 bendy limbs pt2_transcription.json ADDED
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+ "text": " Let's hide these for now. I don't want to delete them just yet. Let's create a new curve first. Here I'm going to use a CV curve because I have more than three points that I'm going to create. So I don't need the EP curve anymore. I'll do one continuous curve from this one, this joint, to the twist, to the middle one, to that twist, and then to the end here. And then let's duplicate that one. And here we can do the same thing. We can select all the CVs and move them one in normal space and then we'll select the other one, curve 4. And go into component mode, select all the CVs and then we move them all minus one in normal space. Oops. Control-Enter. Ctrl-Enter, and we can create our loft surface between those two. Surface loft and then we skin it to the same joint, so that was The blend root joint, that's what I want. And then I want the hand joint, so that would be under right hand, right hand control, right hand joint. So the arm blend root up here, then the hand joint for our twisting. And then I'll also skin it to this partial joint or twist joint, that twist joint, and I will skin it to this partial joint here as well. So let's go and skin animation skin smoothbind that. Now when we're moving these controls, actually the weighting is not done 100%, so let's skin that properly. Right hand, so that would be 100% here. Then a blend root would be up here, 100%. Then the up arm twists, that one. And in a blend mid-partial, that would be this one and then the low arm twist would be this one. Okay, see what happens now if we pull this one apart. We can see we're getting much rounder shapes now for our surface. So if you imagine that we had follicles riding on that, we can get much rounder shapes with that. And another benefit is that if we are rotating this, we can also get a round arm. smooth arm. Okay, here we're no longer getting the sharp corner here. So this is really, really a bendy arm without any sharp corners. The problem with that now is though that how do you get it to be non-sharp? What about if you don't want it to be bendy, right? So what you could try to do for that is set this back to zero. This one here to 0 as well. You could create yet another surface and make that one sharp and then have follicles riding on this surface for a smooth arm, for a bendy arm, and have follicles riding on the other surface which is not smooth and then blend between the two. You might not even need that. You might also be able to, instead of having a second surface, just parent joints underneath the existing joints that we have here that might also work. Let's start creating some follicles here first and we can see. So as I said before, I think I mentioned this. We could simply create a, if we go to dynamics and then here, is it here? Yes, it's under end dynamics now. And here, we could just paint hair follicles on the surface or we can create the follicles ourselves as long as we remember what we have to connect and how we have to connect it. Let's try that real quick. So I'll create a follicle using my script editor here. Create node follicle. Here it is. And then we need to connect something into... We need to connect these two together. And then we need to connect from the surface also. Window... HyperShade. Let's bring those in here. Believe it goes from the shape to the follicle. Now we have to connect the out translate into the translate, or into the translate and out rotate and rotate. You can see I'm also not following really my rule anymore, where usually I connect each individual, but here kind of trust that it's doing the right thing now. So I just connect the whole out translate into the translate, whole out rotate into rotate, And then I need to connect the two things I think it was on the surface into the shape. So let's delete those two curves. We don't need to see those anymore, but we need the surface shape, I believe. And bring that in here. And I don't quite remember what it was that we had to connect. So let's take a peek here where we connected to the follicles on the spine. So that I was under chest, no not chest group, was it? Here IK spine, follicles, this follicle. Let's open it up and look at the shape and let's see what is this connector to. So bring this in here and we show the incoming connections to that and we can see we have over this a world matrix zero from the surface shape into input world matrix. the world matrix 0, world matrix into input world matrix, and then local into input surface. into input surface. Now we should have our follicle here sitting on the surface somewhere. Here it is, 0, 0, because we haven't set any parameters yet. So if we set it to 0.5, 0.5 will be exactly in the middle of our surface here. And now what we can do is we can create some more. I think we need at least five, one at the start, one at here at 25%, 75%, and 100%. But maybe even more might be better so that we get a smoother result for our skinning. So maybe let's create nine, these five that I said, and then four in between each of those. So nine follicles and it's also, nine is also the same number, you know, the magic number that we used on this spine as well. So let's take the shape here and let's go edit duplicate because we don't, I don't want to recreate this graph all the time or these connections. So let's just go edit duplicate with connections to network. Okay. And if we do that, we should have the second one down here. And if we show both the transform node and the shape node, then at least the first one should already be connected. The follicle here at the moment is connected to the wrong one. So this is something that we still have to connect. But at least we get something for free. Let's take this one and duplicate it as well. Let's just duplicate it nine times. So we already have two, we need seven more. One and we can just try a G repeating the last action four, five, six, seven, eight, nine. Let's bring them all in. Okay. The shapes. And then now we have to connect the shapes into the transforms. So 7, 4, usually I lay them out a little bit to make it easier. 3, 5, 8, 6, 9 and then we have 4 here. And here a follicle 7 goes between 8 and 9. And here we have a follicle 3, trans-test 4, cluster 4, 5, 7, 8, 6 and 9. Let's connect them all up. So, out, translate into translate, out, rotate into rotate. So these ones are connected properly. We have to do the same thing here. Translate, translate, out, rotate, rotate. Same thing here for four. Out, rotate, rotate, translate, translate, rotate, rotate, translate, translate. And here now that we're dealing with follicles again, we probably have to do the same thing that we did for the spine follicles, where we had to connect the scaling of the all control or the global control, the global scale into the scaling of the follicles if you remember. So we'd have to do the same thing here for this one as well. Oops, rotate, translate, translate, rotate, rotate. And then the last one. translate, translate, rotate, rotate. Here we go. All connected up. Now we can select all of our shapes, set them all. HdA should all already all be at 0.5 because we just duplicated them. But now we can distribute them along the surface here. So the first one, let's put that to zero in U. Now it's here in the beginning and then we can distribute them across there. The third one should be 0.25. I might have made a mistake here also, the same one I think that I did for a spine where I did not make these uniform, I believe. I can maybe work with this still and see if we can make this uniform in a second. Let's distribute those first. 0.125, 0.25, 0.25 plus equals 0.125. Oops, wrong. Plus equals 0.12. It should be, how would that be? 375, I think. 375. And we have the one here in the middle at 50%, and then the next one would be 625 and the next one 075, 75% and then the last one is 1 and the one before that is 0.125 less so that would be what 875. Okay, so now we have all these follicles in there. Now let's create some joints for these follicles, also that we can see it a little bit easier. These follicles are super tiny. Let's create a few joints, nine of them. Maybe let's also name our follicles here as well. Then we can name these joints appropriately. You can see now that we're dealing with so much stuff it's a lot easier to script that. If we have to do it all manually and all the naming and everything manually it takes a lot of time. Actually I can maybe use the script that I think I shared with you guys in one of the threads. I think I called it. I might not have the same one here. Rick, Rename, Series, I think that's what I call that UI. I don't think I have that here. Let's try and start up to launch my scripts. And then I don't think this works. Maybe the old one. I had an old version of that lying around. here we go. That will make it a little bit easier to deal with all the naming stuff. Otherwise we sit here still tomorrow. Select the follicles in order and then name them M or actually R arm and then a number and then fall. And actually instead of a number what I'm going to call this right arm I want to have a letter. Okay, so abc and so on and should start with the first letter in the alphabet. So rename. Now we have abcdefhi and then we will create joints for those. So skeleton one, the join tool, it's a great one here, and it's a duplicated nine times. And then let's rename these joins also to the same thing, just J and T. And then we'll pair them under the follicles. A to A, B to B, C to C, D, D, E, F, G, H, I. Let's expand those guys, actually. You know what? H to H, E to I. Let's take all the follicles and group them into a R arm follicle group. And that can probably go under the don't move group. Because it's no worth if you're parenting this under the all control, then it won't scale with it anyway. But what I wanted to do is I wanted to take all the joints and zero them out now that they are under the follicles to bring them into the same position as the follicles are. So here we have all the joints. If we now zero them out, then we have them sitting here exactly where these follicles are. You can scale them a little bit bigger, maybe one, and maybe also change their color to something else or not. But we know that in here now we have these joints and we You can also see that the distribution here is not really equal. We have this distance here is actually bigger than that distance closer to the middle point. And that is because I did not rebuild the curves before I created the loft. If we're now trying to do it, it will probably be a little bit tricky. Unfortunately, I already deleted it, I think in the original, or when I worked on a spine, I think I was able to kind of rebuild it and still have the history on there. Here now it will be a little bit more tricky to make that even, but let's see, let's try if we can make it happen. What I want to do is I want to try to extract the curves here again from the surface. I should be able to select the isoparm and then I should be able to say create curve or something like that. I haven't done it in a long time. That's a problem with these live demos if you haven't really prepared it before, tried it out a couple of times. So I think it's under, it might be under surface, duplicate surface curve that one here. So that creates a surface here. We do the same thing for the other side, so we select the isoparm, then we go to edit curve, duplicate curve, and now we have our two curves back. And then we can create a loft between them, but before we do that now I want to see if If we can rebuild this, we have to make the parameter range from 0 to 1 uniform. Let's reset that here. That is actually the default already. Let's try that. Let's try to create a new loft here first between those two before we rebuild it. We can see it may be in live interactive working. Let's create a loft between those two. Actually we still have that history on there. let's delete the history, sorry, I'm going a little bit back and forth. Let's first delete the history on these curves that we extracted from the surface, from the first surface that we already have. Then now that we have the history deleted, let's create a loft between them. And now let's see what we have going in, because there should be some connection here. We have inputs, loft, let's go select the loft surface and show here the incoming connection to the loft surface. So here we can see we have our loft operation, the two surface coming in and then we have from output surface it goes into the lofted surface shape create. So now if we connect the same thing onto our existing surface that we already did earlier, so let's hide the new one here, zero, and find the old ones that here is our arm follicle surface and we use the one where we have our follicles on a dead shape. Bring that in here, graph, add, selected and we connect basically the same thing, okay. So we connected from here output surface, it goes into that shapes create, so we connected the same way into that old shapes create out for a surface and then there should be a create somewhere. Create, here we go. So now we have that live connection again restored. So now if we move that we can see our... we move that we can see here our follicles following whatever the curve here is doing. And with that now we should be able to rebuild these curves to see if that's true. And you notice how these are unevenly spaced, right here, this distance is bigger than this distance. So let's see what happens if we rebuild these curves now. Let's select the first curve and go to edit, curve, rebuild curve, and try 0 to 1 here. Actually, let me undo this. I think it already did it. We get this kind of shearing effect here, so now we have to do it on the other surface, or on the other curve as well. Rebuild. And now we can see that now these drawings here are much more evenly spaced. So that's actually what we wanted. And now we can delete the history on the surface again, on our follicle surface. Because now we have the loft coming in there, right? So we just delete that. edit deleteButTypeHistory, but it will also delete the history on our skin cluster here as well. We could have tried to salvage it by... actually I don't think we can. Doesn't matter. We can just reskin it real quick. So let's delete the history and reskin Before we do that though, let's delete these duplicate surfaces, curves we don't need those anymore. Let's delete the new lofted surface that I created just to see the history. Let's delete that one as well. Let's skin our surface here again to the joints that we had it earlier skin to. So just to repeat it was the blend root joint of the arm. Then it was the hand which should be under the hand group and control. Then it was that twist joint. It was that twist joint and then it was that partial joint here. And we select the surface and now we skin, that animation skin smoothbind. We probably have to fix our wading here again, like we did before. Paint skin wades, blend root, that's for the first one, then uparm twisting this one, the plant mid-partial, this one. We can now see that these are no longer lining up 100% with the drawings now that we've rebuilt it, but I might be OK. Might not be noticeable, we have to see. And now what you will also notice is that we have actually more CVs. We have two here in the beginning, then we have one here, one here, one here, and then we have again two here. Before, we only had one there, one there, one there. As many joins as we had, now we have these additional two isoparms on the beginning and end. So we have to wait it accordingly. Now we can take that, and we can take that, and we can take that. and you can see these joints here are kind of doing the right thing. They're just sticking to whatever the surface is doing. Now we can use these joints to skin our mesh too, but we also need to have enough resolution. So on my mesh probably it won't look that good, especially on the low-res, because I don't have as much joints here. So in this case, if I were to use the bendy arms, I would do bendy arms on this character. or what I would probably do is I would probably modify my lower sketch here so that I have a loop everywhere where we have these partial, or not the partial lines, these follicle joints, right? Here, here, and here. And then I think we would get pretty, pretty smooth results. I'm not going to do the full setup here. I just wanted to show it to you, and now if we're bending our arm and twisting this, then we get the full bendy arm behavior. The problem now though is that it will always be bendy, that's what I was saying before, so we get always this roundness here in the arm in the elbow, we don't get the elbow sharp anymore. But what you could now do is either you create a new surface that has three points in here and you create the same type of follicles and everything. So you would have one surface that's sharp and one surface that's rounded like what we did here. And then you could take these follicle joints from one surface and parent constrain them between or create duplicate ones. So you need kind of three joints, three follicle joints. You need the ones on the smooth arm. You need the one on the sharp arm. And then you need joints that can blend between those two using apparent constraint and blending the weighting. like what we what would I think I showed you before too on another you you you",
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+ "text": " Let's hide these for now. I don't want to delete them just yet. Let's create a new curve first. Here I'm going to use a CV curve because I have more than three points that I'm going to create. So I don't need the EP curve anymore. I'll do one continuous curve from this one, this joint, to the twist, to the middle one, to that twist, and then to the end here. And then let's duplicate that one. And here we can do the same thing. We can select all the CVs and move them one in normal space and then we'll select the other one, curve 4. And go into component mode, select all the CVs and then we move them all minus one in normal space. Oops. Control-Enter. Ctrl-Enter, and we can create our loft surface between those two. Surface loft and then we skin it to the same joint, so that was The blend root joint, that's what I want. And then I want the hand joint, so that would be under right hand, right hand control, right hand joint. So the arm blend root up here, then the hand joint for our twisting. And then I'll also skin it to this partial joint or twist joint, that twist joint, and I will skin it to this partial joint here as well. So let's go and skin animation skin smoothbind that. Now when we're moving these controls, actually the weighting is not done 100%, so let's skin that properly. Right hand, so that would be 100% here. Then a blend root would be up here, 100%. Then the up arm twists, that one. And in a blend mid-partial, that would be this one and then the low arm twist would be this one. Okay, see what happens now if we pull this one apart. We can see we're getting much rounder shapes now for our surface. So if you imagine that we had follicles riding on that, we can get much rounder shapes with that. And another benefit is that if we are rotating this, we can also get a round arm. smooth arm. Okay, here we're no longer getting the sharp corner here. So this is really, really a bendy arm without any sharp corners. The problem with that now is though that how do you get it to be non-sharp? What about if you don't want it to be bendy, right? So what you could try to do for that is set this back to zero. This one here to 0 as well. You could create yet another surface and make that one sharp and then have follicles riding on this surface for a smooth arm, for a bendy arm, and have follicles riding on the other surface which is not smooth and then blend between the two. You might not even need that. You might also be able to, instead of having a second surface, just parent joints underneath the existing joints that we have here that might also work. Let's start creating some follicles here first and we can see. So as I said before, I think I mentioned this. We could simply create a, if we go to dynamics and then here, is it here? Yes, it's under end dynamics now. And here, we could just paint hair follicles on the surface or we can create the follicles ourselves as long as we remember what we have to connect and how we have to connect it. Let's try that real quick. So I'll create a follicle using my script editor here. Create node follicle. Here it is. And then we need to connect something into... We need to connect these two together. And then we need to connect from the surface also. Window... HyperShade. Let's bring those in here. Believe it goes from the shape to the follicle. Now we have to connect the out translate into the translate, or into the translate and out rotate and rotate. You can see I'm also not following really my rule anymore, where usually I connect each individual, but here kind of trust that it's doing the right thing now. So I just connect the whole out translate into the translate, whole out rotate into rotate, And then I need to connect the two things I think it was on the surface into the shape. So let's delete those two curves. We don't need to see those anymore, but we need the surface shape, I believe. And bring that in here. And I don't quite remember what it was that we had to connect. So let's take a peek here where we connected to the follicles on the spine. So that I was under chest, no not chest group, was it? Here IK spine, follicles, this follicle. Let's open it up and look at the shape and let's see what is this connector to. So bring this in here and we show the incoming connections to that and we can see we have over this a world matrix zero from the surface shape into input world matrix. the world matrix 0, world matrix into input world matrix, and then local into input surface. into input surface. Now we should have our follicle here sitting on the surface somewhere. Here it is, 0, 0, because we haven't set any parameters yet. So if we set it to 0.5, 0.5 will be exactly in the middle of our surface here. And now what we can do is we can create some more. I think we need at least five, one at the start, one at here at 25%, 75%, and 100%. But maybe even more might be better so that we get a smoother result for our skinning. So maybe let's create nine, these five that I said, and then four in between each of those. So nine follicles and it's also, nine is also the same number, you know, the magic number that we used on this spine as well. So let's take the shape here and let's go edit duplicate because we don't, I don't want to recreate this graph all the time or these connections. So let's just go edit duplicate with connections to network. Okay. And if we do that, we should have the second one down here. And if we show both the transform node and the shape node, then at least the first one should already be connected. The follicle here at the moment is connected to the wrong one. So this is something that we still have to connect. But at least we get something for free. Let's take this one and duplicate it as well. Let's just duplicate it nine times. So we already have two, we need seven more. One and we can just try a G repeating the last action four, five, six, seven, eight, nine. Let's bring them all in. Okay. The shapes. And then now we have to connect the shapes into the transforms. So 7, 4, usually I lay them out a little bit to make it easier. 3, 5, 8, 6, 9 and then we have 4 here. And here a follicle 7 goes between 8 and 9. And here we have a follicle 3, trans-test 4, cluster 4, 5, 7, 8, 6 and 9. Let's connect them all up. So, out, translate into translate, out, rotate into rotate. So these ones are connected properly. We have to do the same thing here. Translate, translate, out, rotate, rotate. Same thing here for four. Out, rotate, rotate, translate, translate, rotate, rotate, translate, translate. And here now that we're dealing with follicles again, we probably have to do the same thing that we did for the spine follicles, where we had to connect the scaling of the all control or the global control, the global scale into the scaling of the follicles if you remember. So we'd have to do the same thing here for this one as well. Oops, rotate, translate, translate, rotate, rotate. And then the last one. translate, translate, rotate, rotate. Here we go. All connected up. Now we can select all of our shapes, set them all. HdA should all already all be at 0.5 because we just duplicated them. But now we can distribute them along the surface here. So the first one, let's put that to zero in U. Now it's here in the beginning and then we can distribute them across there. The third one should be 0.25. I might have made a mistake here also, the same one I think that I did for a spine where I did not make these uniform, I believe. I can maybe work with this still and see if we can make this uniform in a second. Let's distribute those first. 0.125, 0.25, 0.25 plus equals 0.125. Oops, wrong. Plus equals 0.12. It should be, how would that be? 375, I think. 375. And we have the one here in the middle at 50%, and then the next one would be 625 and the next one 075, 75% and then the last one is 1 and the one before that is 0.125 less so that would be what 875. Okay, so now we have all these follicles in there. Now let's create some joints for these follicles, also that we can see it a little bit easier. These follicles are super tiny. Let's create a few joints, nine of them. Maybe let's also name our follicles here as well. Then we can name these joints appropriately. You can see now that we're dealing with so much stuff it's a lot easier to script that. If we have to do it all manually and all the naming and everything manually it takes a lot of time. Actually I can maybe use the script that I think I shared with you guys in one of the threads. I think I called it. I might not have the same one here. Rick, Rename, Series, I think that's what I call that UI. I don't think I have that here. Let's try and start up to launch my scripts. And then I don't think this works. Maybe the old one. I had an old version of that lying around. here we go. That will make it a little bit easier to deal with all the naming stuff. Otherwise we sit here still tomorrow. Select the follicles in order and then name them M or actually R arm and then a number and then fall. And actually instead of a number what I'm going to call this right arm I want to have a letter. Okay, so abc and so on and should start with the first letter in the alphabet. So rename. Now we have abcdefhi and then we will create joints for those. So skeleton one, the join tool, it's a great one here, and it's a duplicated nine times. And then let's rename these joins also to the same thing, just J and T. And then we'll pair them under the follicles. A to A, B to B, C to C, D, D, E, F, G, H, I. Let's expand those guys, actually. You know what? H to H, E to I. Let's take all the follicles and group them into a R arm follicle group. And that can probably go under the don't move group. Because it's no worth if you're parenting this under the all control, then it won't scale with it anyway. But what I wanted to do is I wanted to take all the joints and zero them out now that they are under the follicles to bring them into the same position as the follicles are. So here we have all the joints. If we now zero them out, then we have them sitting here exactly where these follicles are. You can scale them a little bit bigger, maybe one, and maybe also change their color to something else or not. But we know that in here now we have these joints and we You can also see that the distribution here is not really equal. We have this distance here is actually bigger than that distance closer to the middle point. And that is because I did not rebuild the curves before I created the loft. If we're now trying to do it, it will probably be a little bit tricky. Unfortunately, I already deleted it, I think in the original, or when I worked on a spine, I think I was able to kind of rebuild it and still have the history on there. Here now it will be a little bit more tricky to make that even, but let's see, let's try if we can make it happen. What I want to do is I want to try to extract the curves here again from the surface. I should be able to select the isoparm and then I should be able to say create curve or something like that. I haven't done it in a long time. That's a problem with these live demos if you haven't really prepared it before, tried it out a couple of times. So I think it's under, it might be under surface, duplicate surface curve that one here. So that creates a surface here. We do the same thing for the other side, so we select the isoparm, then we go to edit curve, duplicate curve, and now we have our two curves back. And then we can create a loft between them, but before we do that now I want to see if If we can rebuild this, we have to make the parameter range from 0 to 1 uniform. Let's reset that here. That is actually the default already. Let's try that. Let's try to create a new loft here first between those two before we rebuild it. We can see it may be in live interactive working. Let's create a loft between those two. Actually we still have that history on there. let's delete the history, sorry, I'm going a little bit back and forth. Let's first delete the history on these curves that we extracted from the surface, from the first surface that we already have. Then now that we have the history deleted, let's create a loft between them. And now let's see what we have going in, because there should be some connection here. We have inputs, loft, let's go select the loft surface and show here the incoming connection to the loft surface. So here we can see we have our loft operation, the two surface coming in and then we have from output surface it goes into the lofted surface shape create. So now if we connect the same thing onto our existing surface that we already did earlier, so let's hide the new one here, zero, and find the old ones that here is our arm follicle surface and we use the one where we have our follicles on a dead shape. Bring that in here, graph, add, selected and we connect basically the same thing, okay. So we connected from here output surface, it goes into that shapes create, so we connected the same way into that old shapes create out for a surface and then there should be a create somewhere. Create, here we go. So now we have that live connection again restored. So now if we move that we can see our... we move that we can see here our follicles following whatever the curve here is doing. And with that now we should be able to rebuild these curves to see if that's true. And you notice how these are unevenly spaced, right here, this distance is bigger than this distance. So let's see what happens if we rebuild these curves now. Let's select the first curve and go to edit, curve, rebuild curve, and try 0 to 1 here. Actually, let me undo this. I think it already did it. We get this kind of shearing effect here, so now we have to do it on the other surface, or on the other curve as well. Rebuild. And now we can see that now these drawings here are much more evenly spaced. So that's actually what we wanted. And now we can delete the history on the surface again, on our follicle surface. Because now we have the loft coming in there, right? So we just delete that. edit deleteButTypeHistory, but it will also delete the history on our skin cluster here as well. We could have tried to salvage it by... actually I don't think we can. Doesn't matter. We can just reskin it real quick. So let's delete the history and reskin Before we do that though, let's delete these duplicate surfaces, curves we don't need those anymore. Let's delete the new lofted surface that I created just to see the history. Let's delete that one as well. Let's skin our surface here again to the joints that we had it earlier skin to. So just to repeat it was the blend root joint of the arm. Then it was the hand which should be under the hand group and control. Then it was that twist joint. It was that twist joint and then it was that partial joint here. And we select the surface and now we skin, that animation skin smoothbind. We probably have to fix our wading here again, like we did before. Paint skin wades, blend root, that's for the first one, then uparm twisting this one, the plant mid-partial, this one. We can now see that these are no longer lining up 100% with the drawings now that we've rebuilt it, but I might be OK. Might not be noticeable, we have to see. And now what you will also notice is that we have actually more CVs. We have two here in the beginning, then we have one here, one here, one here, and then we have again two here. Before, we only had one there, one there, one there. As many joins as we had, now we have these additional two isoparms on the beginning and end. So we have to wait it accordingly. Now we can take that, and we can take that, and we can take that. and you can see these joints here are kind of doing the right thing. They're just sticking to whatever the surface is doing. Now we can use these joints to skin our mesh too, but we also need to have enough resolution. So on my mesh probably it won't look that good, especially on the low-res, because I don't have as much joints here. So in this case, if I were to use the bendy arms, I would do bendy arms on this character. or what I would probably do is I would probably modify my lower sketch here so that I have a loop everywhere where we have these partial, or not the partial lines, these follicle joints, right? Here, here, and here. And then I think we would get pretty, pretty smooth results. I'm not going to do the full setup here. I just wanted to show it to you, and now if we're bending our arm and twisting this, then we get the full bendy arm behavior. The problem now though is that it will always be bendy, that's what I was saying before, so we get always this roundness here in the arm in the elbow, we don't get the elbow sharp anymore. But what you could now do is either you create a new surface that has three points in here and you create the same type of follicles and everything. So you would have one surface that's sharp and one surface that's rounded like what we did here. And then you could take these follicle joints from one surface and parent constrain them between or create duplicate ones. So you need kind of three joints, three follicle joints. You need the ones on the smooth arm. You need the one on the sharp arm. And then you need joints that can blend between those two using apparent constraint and blending the weighting. like what we what would I think I showed you before too on another you you you"
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