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Add transcription for: week04 07 ik ribbon spine squash stretch with volume preservation.wav

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+ "text": " Next, we want to look at how we can add volume preservation, squash and stretch. We already have a stretchy spine here, so we can stretch that and kind of move it down, but you can see that it's keeping the same distance here. So what we actually want is if the spine is getting longer, we want those joints, let's make them a little bigger here again, to 1.5. So we want those joints here to scale in, as the spine is getting longer. That's one thing. And then the other thing is if the spine is getting shorter, there are two things here. First of all, we want those then to scale out sideways and forward backwards to get a little bit of walling preservation. And the other thing that we also want to look at is when we move it down too much, you can see that here in the middle it's compressing quite a lot. The more we move it, it's bunching up, but those ones here are not changing the distance too much. So we want to look at a way how we can actually improve that. So let's start with that first. Let's look at... I don't know if the GU here... The reason why this is happening, that bunching up here in the middle is because of the weighting of that surface. So if we select the surface, we can actually change that a little bit. So we go to paint skin weights tool. Turn off the colors here. And I think we made a mistake here with the naming actually. The low is the top and up is low. So we have to swap that around. So let's go in and find it. It should be under body and then the spine. And then here's our spine surface. So there are our controls. So this under hip should obviously be low and under chest should be up. Here we go. So that's better. And now we select our surface again and we can see what we painted here. These bottom rows of CVs we painted 100% to the low joint and the up joint has 100% those two rows and those in the middle are 50-50. So if we made it a little bit smoother, that weight distribution, then it would actually work a little bit better. So let's try that. Let's go to the low and paint this one 25%. Value 25. And we are on replace still. Okay, that's good. So we paint these ones 25% to the low. We'll go to the up one and we'll paint these ones 25% to the up. So that they are left with 75% here. So that made it a little bit smoother. So now we have to waiting 100%, 75%, 50%, 25%. And the other one is kind of the opposite, right? So let's try that out, see if that helped. And it did a little bit, so it's not bunching up so much anymore. It's still like those two are keeping their distance. So we can see if we can improve it a little bit more. For that, I'll create a little animation so that we can see as we change it interactively change. So let's keyframe the Y here, and then let's move it down quite extreme. Keyframe it here, so we can kind of scrub and see what's going on as we change these weight weights. So now we could obviously go in and kind of like still keep on painting those a little bit more to the top and so on that they follow more, but what I'll do instead is I'll try to set those values manually. So if I show the points again under nerbs CV, so we can see that actually these ones on the bottom here are not moving. So that's probably the reason why. And we got these extra ones I believe when we rebuilt the curves to get the even distribution. So what we'll have to do is we'll have to weight those also a little bit. And I said, you know, we could go in and we could do it with the weights painting here too, paint them like maybe 10% or so, but what I'll try to do instead is I'll try to set those weights manually in the component editor. The component editor, if we go to smooth skinning and then we select points here that we want to change the weighting on, control vertices, select those, then we can change this is what they're weighted to at the moment as they're weighted 100% to the low spine. Actually maybe it's not a good idea to do it here, we have to first paint some weights actually in fact that we get more than just that one because we cannot add here. So let's try painting them first Back into object mode. We'll go to the op, and now actually we do end up doing it here anyways. So we'll paint them 10%. Now maybe the colors come in handy. Then we can actually see that we're in fact painting. And then we'll go to the top one, or sorry, to the low one, and paint these ones here also 10%. Value. Here we go. And then if we move that, then we can see it's working a lot better now, and it's also the distribution is happening a lot better now. A lot smoother. They're really more even now when they're compressed. And now coming back to, you know, if you want to tweak those further, now you can come in here, select just points in control vertices here. control where it is, select those. And now you can see here, this is the way distribution is. So now you can come in and change those ways. You can, for example, say, oh, these should be 0,0,5. And then it will automatically be normalized for you, or we can change it to 0.8 or whatever. And then we can interactively see how much we need, or if it's too much or too little. So let's set them back to 0.9, because I think that was a good value here. That seems to be working fine. So actually, let's leave it at that. I just wanted to show you that you can also set your weights manually, not only with the painting, but here with the general component editor. And then you want to go to this Smooth Skin tab and select your vertices that you actually want to change the values on. Or even if you just want to check how your weight distribution is, you can also do that in the component editor here as well. So that's number one. Now next, what we want to look at is how we can scale those joints to get a little bit more of a volume preservation going here. And the way to do that is first we need to figure out how long the spine is to begin with and how much it's changing so that we can use that as a multiplier for the scale on those joints. So to do that, I'll first start with an as easy as possible solution or fairly simple, hopefully, and then we can always kind of make it more complex or build on top of that. So first what I will do is I will measure the distance from the top to the bottom in default so we have to make sure that we're zeroed out here everywhere and then I'll go in and I will use distance node here. That was under create I believe measure tools distance tool. If you're using that and you kind of click in two places so one place second place what you will see is what Maya does is it creates two locators and the distance dimension in between them and basically We can now take these locators and we'll measure the distance between those two locators. Now we can take those two locators and place them under the chest and the hip control. So let's try that. Let's take this locator. It doesn't matter which one goes where. Let's take this second one and parent it under the chest up here, parent, and then zero it out to bring it into that space. Actually, it doesn't seem to work. Then we'll have to do it another way. have to kind of snap it to the top joint here. So we'll zoom in and make sure that we get this locator snapping here to the top joint. And then we'll do the same thing for the bottom one. So locator one, we'll parent it under the hips. I'm surprised that we can't just zero it out. It doesn't seem to be working here. It just puts it at the origin. So it doesn't matter. We'll just manually kind of bring it into the position where we want it to be. I will snap it to the bottom joint here. Okay, great. So now as we move, so this is kind of the length of the spine to begin with 44. So as we move it, the top control here, you can see that this distance is now getting longer or shorter, right? Because it's always measuring it live. Whatever we do, this is the distance of from the bottom control to the top control. And let's hide the mid controller because that's not doing anything. Maybe we'll use it later on again, but for now let's hide it, get it out of the way, doesn't distract us. And now what we have to do is we have to take this value and divide it by the same value so that we get the ratio of, you know, so that if it's not stretched it will be one. If it's moved up to units or twice as much 80 then it will be two so that we know okay it's twice as long. To do that we can take this distance dimension node and actually on the distance dimension node I think it's on the shape node of that. If we go into the attribute editor shape node This is actually our distance attribute, which is displayed here. So this is what we then can connect to something else. So we'll bring that in our hyper shade here. Here we go. Distance dimension shape. And we'll add a multiplier, mult. and we connect that distance in here. Distance will connect it into input 1x for example. So now we have that in here. That's the default. Now we can take this value, copy, paste it into the second input and divide it. So we'll go into the multiply diviner and then set it to divide. And now what we'll do is we'll divide 44 by 44. So that will be 1. Now if we make this longer, if we set this to double like 80 or so, now if we look at the multiply diviner, now we'll divide 80 by 44. So that's almost 2. If we set it to 88, then it would be exactly 2. So that means the spine is going to be stretched twice as long. And the same thing goes for if we're making it smaller now to like 20 or so. Then if we're going to multiply divide, it's going to divide now 20 divided by 44. So that's 0.5. So that means the spine is now half the length, 0.5% or 50% the length of what it was before. So now we have our ratio here. We can probably rename that if we wanted to be m-spine ratio, mdi, multiply divide node. And now this ratio multiplier here, we can now use that to scale up or down those joints. However, if we just connect it as it is, then if it's half the size, then it will get thinner. If it's twice the size, then it will get bigger. So what we have to do is we have to change that attribute here. So we'll have to say, OK, if this is 50%, then it should be 2. Right, if this minus half is small, then we want this to get bigger. So maybe use another multiply divide node. And let's see how we can do that. I have to figure out the math for it. So we'll take the output x of that ratio and put it in here. And then we will multiply the 0.5 so that result with, or actually probably a better way than doing it with a multiply. We could probably do it with a multiply too, but let's maybe do it with a remap instead. Remap value, for example, remap value node. The way how this works is we can connect this up first. So we connect from output x into the input value. So here we have it, our result. And then we can say, OK, if the input is, for example, the input minimum should be, say, 0, and the maximum should be 2. And then we'll remap it to be, so if this is 0, then it will stretch twice as much. And if this is 2, so twice the length, then it will be 0 scale. Let's try this first and see what this gives us. So now we have to connect it output to all the scales of those joints, but only the two axes that we want. So I'll bring all those in here. There we go. And then we will connect it to the scale in X and the scale in Z. So the output of the remap, output value, goes into scale X and Z. for all of those joints. Just then we just set through all of those. Reload, scale, X and Z. Reload, scale, X and Z. scale x and set reload scale. Reload that joint. This one. And I made a mistake here because I connected it to all of them, now everything will squash and stretch here as we can see. So let's move our animation here. So this is obviously not really what we want. I mean, it's getting there. Also, if we take this control and we move it up, getting thinner and thicker here. So we'll get a little bit of volume preservation, but the problem is what we really want instead of scaling all these joints here with the same amount. What we rather want to do is we kind of want to have a falloff, so that really only the middle one stretches the most and the other ones are getting less and less of that effect. So what we can do then is we can probably add more than just one remap node. Let's bring up the hyper shade here again. Here we only have one remap, but we could add as many as we want. and probably we don't want to connect it to the top one and the bottom one. So spine one probably should not have one and spine nine should probably also not have one. So let's disconnect those and restore their scale to one. And then we will add a bunch of more of those guys, duplicate.guy, connected the same way. output X goes to input value. So this one is maybe the one for the middle. So now we have to sort those guys properly. Spine 5 is the middle, spine 6, 7, 8, spine 4, spine 2, 3, here we go. Now they're in order. Then we can say, okay, the middle one is the one that should stretch the most, and then this one is the one that's kind of going to those two surrounding ones, so that should stretch a little bit less. So we connect that up. Out value into scale. Excellent set. same thing for this one. Reload scale. Okay, now we have those taken care of. And here now we can change those values to be a little bit different. So for example, we can set it to maybe, I don't know, I mean, we can play with these values, how much they should really change if we set it to one and one then obviously those won't won't do anything they won't stretch here so actually they do. Oh I made a mistake I connected it to the wrong one that's why. Here we go. should be to this one. Alt value to scale. This is the right one, and then those should be to the next one. So let's duplicate it again. Let's connect them actually first up and then change them. So I'll leave the values here to, well if we set it to one and one I think that shouldn't do anything, right? So let's set them back to 2 and 0. And we can change them later, 2 and 0. Let's do the connections first. Outvalue to scaling here. and then that one as well I think I still did a mistake connected them wrong oh boy okay let's do that let's fix those this is the first one Let's connect those in again. Sorry about that. That goes to this one. Then this is the next one. So that goes to the outer ones, to 4 and 6. Out value. So I have to pay a little attention here, which I guess I didn't. So now those are connected to the right ones. And then we'll keep on going from here. So now the next one will connect to these outer ones, so 3 and 7. Okay, so now that's working correctly. Now we need one more. And that will then connect to the next ones, the 2 and 8. I think, actually sorry, this one here, those two. That's what it should connect to, two and eight. And then we have nine here and one which are not connected to anything because they shouldn't scale the first one and the last one. Right. Hard value to scale X and Z. And then this one here as well, scale X and Z. And then we have it. And now we're missing those connections here from the multiplier to those guys still. Output x into input value, also for that one here too. Output x into input value. Okay, so now that this is all connected, so now those all will still have the same scale, Now we can actually go in and change that, those values a little bit to be something else when it's squashed, when this is becoming zero or going towards zero, or when this is going towards two or three or whatever. What we should probably also do is we should come in here just in case right now it's quite simple, right? If this is zero, then this is two, and if this is two, then this is one. But if we're changing this to, so it means basically if it's in the middle, if the distance or the ratio is one, which is at the default, then the scaling will be one also. But if we're changing this to a different value, so for example 1.5, then at the default, we go to our frame one, then those guys will not be one. They will already be squashed. And the reason for that is because 0 is 1.5 and 2 is 0. So one is going to be in between those two. So 75% or 0.75. to kind of fix that or you know make sure that we can change independently the min and the max. We should come into the value here and we should rather instead of changing the input and output value we should probably keep those the same 2 and 0 always. And instead what we can do is we can come in here on our remap node and add one at 50% okay so 0.5, 0.5 and then instead we can just change these guys here okay which is kind of like a multiplier if you think about it so um that would be the minimum and that would be the maximum so let's add those middle points here for all of them 0.5, 0.5 I need basically just do that by clicking on it if you haven't used the remap node before Just clicking on it and putting 0.5 so that we don't have just a start and an end point, but three points here. And now we can come in and stretch our spine a little bit, or well, extreme I guess, and try to play with those values here. So the minimum seems to be here when we're stretched, so we can kind of scale that in a little bit. And perhaps it might be hard to see it here with the spine. Perhaps it might be better if we simplify it a little bit and hide the Gio here. Instead we will create boxes here for those guys. Then it will be easier to see I think. Let's create some cubes. Scale those up. Snap those to the joints. Let's hide the surface here for a sec. Spine surface. So I'll take those and snap it to the joints. I'm just doing these cubes here to visually see what's going on. Then we take the cube and parent it under the joints. Okay, cube under joint. So now if we stretch, you can see that at the moment they are kind of like all the same. But now we can go in and we're missing one I guess. Here we go. we can go in and adjust those. So the second one, we go into the attribute editor and scale this a little bit differently. So for example, or we could even go into the first one and scale it a little bit more. Although here we cannot go lower. Well, I guess technically we can go lower than zero, but what might be better is adjusting those values here. So there we go from 0 to minus 3 or so, perhaps. 3 minus 1, 3 minus 1, 3 minus 1. And now we should be able to come in here on the second one, attribute editor, and change that. Go to the next one and change that a little bit more. go to the next one and change it even more. And now we have kind of like our even distribution here that we wanted to get. Okay. So if it's squashing down, you can see that. That's probably what we want. And if it's scaling up, we should probably create an animation all in the opposite way. So if we set this to 30 instead, or maybe a little bit anyways. Here we go. Then we can also make that same adjustment here, but on the other side. So we'll come into the attribute editor and rather than changing these input and output values, we are going to leave those as they are. that we can make sure that when it's at the default those should all be one, right? Since that we're going to go on to these remap nodes and adjust the endpoint here a little bit when we're in the stretched position. This will probably be a little bit harder to do. Maybe something like that, perhaps. It's harder to see now because they are more apart, but what we could do is to make it a little bit easier, I guess. We could take all these boxes here, not the joints but the cubes, and just scale them a little bit more, and it might make it a little bit easier to see what's going on and how we have to adjust them. Okay, now we can go in and fine-tune until we're happy with the result. Perhaps something like that. And then we can take the top one here and see what happens if we stretch. We have volume preservation here. If we stretch too much, then we kind of go into the opposite way. So that's maybe not good. Depends on how much we are intending to stretch, really. Do we want to go that far? And then for squashing, we've got our squash and stretch. And now if we look at without the boxes, but with the GU instead, then we kind of get this behavior here. Okay, so this is volume preservation. We could probably make it a little bit better, you know, and we could do a lot of different things here really. Now we've just used it for controlling the size of the joints. What might actually be better is, you know, looking at how does it shaped, how does it not like these cubes here with the cubes, or if this was a character, it was like pretty straight, it would probably look quite good. With this one here, it does not look so good, just because the majority of discussion stretching is actually happening here and not here. So perhaps what we could do is hooking up the ratio attribute here to a blend shape or something that could correct a blend shape at the end to make this look a little bit better or change these joints here, stretch out a little bit more or things like that. So there's always room for improvement. but just to show you guys how we can set up the Gaussian stretch here with modern preservation for the spine.",
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+ "text": " Next, we want to look at how we can add volume preservation, squash and stretch. We already have a stretchy spine here, so we can stretch that and kind of move it down, but you can see that it's keeping the same distance here. So what we actually want is if the spine is getting longer, we want those joints, let's make them a little bigger here again, to 1.5. So we want those joints here to scale in, as the spine is getting longer. That's one thing. And then the other thing is if the spine is getting shorter, there are two things here. First of all, we want those then to scale out sideways and forward backwards to get a little bit of walling preservation. And the other thing that we also want to look at is when we move it down too much, you can see that here in the middle it's compressing quite a lot. The more we move it, it's bunching up, but those ones here are not changing the distance too much. So we want to look at a way how we can actually improve that. So let's start with that first. Let's look at... I don't know if the GU here... The reason why this is happening, that bunching up here in the middle is because of the weighting of that surface. So if we select the surface, we can actually change that a little bit. So we go to paint skin weights tool. Turn off the colors here. And I think we made a mistake here with the naming actually. The low is the top and up is low. So we have to swap that around. So let's go in and find it. It should be under body and then the spine. And then here's our spine surface. So there are our controls. So this under hip should obviously be low and under chest should be up. Here we go. So that's better. And now we select our surface again and we can see what we painted here. These bottom rows of CVs we painted 100% to the low joint and the up joint has 100% those two rows and those in the middle are 50-50. So if we made it a little bit smoother, that weight distribution, then it would actually work a little bit better. So let's try that. Let's go to the low and paint this one 25%. Value 25. And we are on replace still. Okay, that's good. So we paint these ones 25% to the low. We'll go to the up one and we'll paint these ones 25% to the up. So that they are left with 75% here. So that made it a little bit smoother. So now we have to waiting 100%, 75%, 50%, 25%. And the other one is kind of the opposite, right? So let's try that out, see if that helped. And it did a little bit, so it's not bunching up so much anymore. It's still like those two are keeping their distance. So we can see if we can improve it a little bit more. For that, I'll create a little animation so that we can see as we change it interactively change. So let's keyframe the Y here, and then let's move it down quite extreme. Keyframe it here, so we can kind of scrub and see what's going on as we change these weight weights. So now we could obviously go in and kind of like still keep on painting those a little bit more to the top and so on that they follow more, but what I'll do instead is I'll try to set those values manually. So if I show the points again under nerbs CV, so we can see that actually these ones on the bottom here are not moving. So that's probably the reason why. And we got these extra ones I believe when we rebuilt the curves to get the even distribution. So what we'll have to do is we'll have to weight those also a little bit. And I said, you know, we could go in and we could do it with the weights painting here too, paint them like maybe 10% or so, but what I'll try to do instead is I'll try to set those weights manually in the component editor. The component editor, if we go to smooth skinning and then we select points here that we want to change the weighting on, control vertices, select those, then we can change this is what they're weighted to at the moment as they're weighted 100% to the low spine. Actually maybe it's not a good idea to do it here, we have to first paint some weights actually in fact that we get more than just that one because we cannot add here. So let's try painting them first Back into object mode. We'll go to the op, and now actually we do end up doing it here anyways. So we'll paint them 10%. Now maybe the colors come in handy. Then we can actually see that we're in fact painting. And then we'll go to the top one, or sorry, to the low one, and paint these ones here also 10%. Value. Here we go. And then if we move that, then we can see it's working a lot better now, and it's also the distribution is happening a lot better now. A lot smoother. They're really more even now when they're compressed. And now coming back to, you know, if you want to tweak those further, now you can come in here, select just points in control vertices here. control where it is, select those. And now you can see here, this is the way distribution is. So now you can come in and change those ways. You can, for example, say, oh, these should be 0,0,5. And then it will automatically be normalized for you, or we can change it to 0.8 or whatever. And then we can interactively see how much we need, or if it's too much or too little. So let's set them back to 0.9, because I think that was a good value here. That seems to be working fine. So actually, let's leave it at that. I just wanted to show you that you can also set your weights manually, not only with the painting, but here with the general component editor. And then you want to go to this Smooth Skin tab and select your vertices that you actually want to change the values on. Or even if you just want to check how your weight distribution is, you can also do that in the component editor here as well. So that's number one. Now next, what we want to look at is how we can scale those joints to get a little bit more of a volume preservation going here. And the way to do that is first we need to figure out how long the spine is to begin with and how much it's changing so that we can use that as a multiplier for the scale on those joints. So to do that, I'll first start with an as easy as possible solution or fairly simple, hopefully, and then we can always kind of make it more complex or build on top of that. So first what I will do is I will measure the distance from the top to the bottom in default so we have to make sure that we're zeroed out here everywhere and then I'll go in and I will use distance node here. That was under create I believe measure tools distance tool. If you're using that and you kind of click in two places so one place second place what you will see is what Maya does is it creates two locators and the distance dimension in between them and basically We can now take these locators and we'll measure the distance between those two locators. Now we can take those two locators and place them under the chest and the hip control. So let's try that. Let's take this locator. It doesn't matter which one goes where. Let's take this second one and parent it under the chest up here, parent, and then zero it out to bring it into that space. Actually, it doesn't seem to work. Then we'll have to do it another way. have to kind of snap it to the top joint here. So we'll zoom in and make sure that we get this locator snapping here to the top joint. And then we'll do the same thing for the bottom one. So locator one, we'll parent it under the hips. I'm surprised that we can't just zero it out. It doesn't seem to be working here. It just puts it at the origin. So it doesn't matter. We'll just manually kind of bring it into the position where we want it to be. I will snap it to the bottom joint here. Okay, great. So now as we move, so this is kind of the length of the spine to begin with 44. So as we move it, the top control here, you can see that this distance is now getting longer or shorter, right? Because it's always measuring it live. Whatever we do, this is the distance of from the bottom control to the top control. And let's hide the mid controller because that's not doing anything. Maybe we'll use it later on again, but for now let's hide it, get it out of the way, doesn't distract us. And now what we have to do is we have to take this value and divide it by the same value so that we get the ratio of, you know, so that if it's not stretched it will be one. If it's moved up to units or twice as much 80 then it will be two so that we know okay it's twice as long. To do that we can take this distance dimension node and actually on the distance dimension node I think it's on the shape node of that. If we go into the attribute editor shape node This is actually our distance attribute, which is displayed here. So this is what we then can connect to something else. So we'll bring that in our hyper shade here. Here we go. Distance dimension shape. And we'll add a multiplier, mult. and we connect that distance in here. Distance will connect it into input 1x for example. So now we have that in here. That's the default. Now we can take this value, copy, paste it into the second input and divide it. So we'll go into the multiply diviner and then set it to divide. And now what we'll do is we'll divide 44 by 44. So that will be 1. Now if we make this longer, if we set this to double like 80 or so, now if we look at the multiply diviner, now we'll divide 80 by 44. So that's almost 2. If we set it to 88, then it would be exactly 2. So that means the spine is going to be stretched twice as long. And the same thing goes for if we're making it smaller now to like 20 or so. Then if we're going to multiply divide, it's going to divide now 20 divided by 44. So that's 0.5. So that means the spine is now half the length, 0.5% or 50% the length of what it was before. So now we have our ratio here. We can probably rename that if we wanted to be m-spine ratio, mdi, multiply divide node. And now this ratio multiplier here, we can now use that to scale up or down those joints. However, if we just connect it as it is, then if it's half the size, then it will get thinner. If it's twice the size, then it will get bigger. So what we have to do is we have to change that attribute here. So we'll have to say, OK, if this is 50%, then it should be 2. Right, if this minus half is small, then we want this to get bigger. So maybe use another multiply divide node. And let's see how we can do that. I have to figure out the math for it. So we'll take the output x of that ratio and put it in here. And then we will multiply the 0.5 so that result with, or actually probably a better way than doing it with a multiply. We could probably do it with a multiply too, but let's maybe do it with a remap instead. Remap value, for example, remap value node. The way how this works is we can connect this up first. So we connect from output x into the input value. So here we have it, our result. And then we can say, OK, if the input is, for example, the input minimum should be, say, 0, and the maximum should be 2. And then we'll remap it to be, so if this is 0, then it will stretch twice as much. And if this is 2, so twice the length, then it will be 0 scale. Let's try this first and see what this gives us. So now we have to connect it output to all the scales of those joints, but only the two axes that we want. So I'll bring all those in here. There we go. And then we will connect it to the scale in X and the scale in Z. So the output of the remap, output value, goes into scale X and Z. for all of those joints. Just then we just set through all of those. Reload, scale, X and Z. Reload, scale, X and Z. scale x and set reload scale. Reload that joint. This one. And I made a mistake here because I connected it to all of them, now everything will squash and stretch here as we can see. So let's move our animation here. So this is obviously not really what we want. I mean, it's getting there. Also, if we take this control and we move it up, getting thinner and thicker here. So we'll get a little bit of volume preservation, but the problem is what we really want instead of scaling all these joints here with the same amount. What we rather want to do is we kind of want to have a falloff, so that really only the middle one stretches the most and the other ones are getting less and less of that effect. So what we can do then is we can probably add more than just one remap node. Let's bring up the hyper shade here again. Here we only have one remap, but we could add as many as we want. and probably we don't want to connect it to the top one and the bottom one. So spine one probably should not have one and spine nine should probably also not have one. So let's disconnect those and restore their scale to one. And then we will add a bunch of more of those guys, duplicate.guy, connected the same way. output X goes to input value. So this one is maybe the one for the middle. So now we have to sort those guys properly. Spine 5 is the middle, spine 6, 7, 8, spine 4, spine 2, 3, here we go. Now they're in order. Then we can say, okay, the middle one is the one that should stretch the most, and then this one is the one that's kind of going to those two surrounding ones, so that should stretch a little bit less. So we connect that up. Out value into scale. Excellent set. same thing for this one. Reload scale. Okay, now we have those taken care of. And here now we can change those values to be a little bit different. So for example, we can set it to maybe, I don't know, I mean, we can play with these values, how much they should really change if we set it to one and one then obviously those won't won't do anything they won't stretch here so actually they do. Oh I made a mistake I connected it to the wrong one that's why. Here we go. should be to this one. Alt value to scale. This is the right one, and then those should be to the next one. So let's duplicate it again. Let's connect them actually first up and then change them. So I'll leave the values here to, well if we set it to one and one I think that shouldn't do anything, right? So let's set them back to 2 and 0. And we can change them later, 2 and 0. Let's do the connections first. Outvalue to scaling here. and then that one as well I think I still did a mistake connected them wrong oh boy okay let's do that let's fix those this is the first one Let's connect those in again. Sorry about that. That goes to this one. Then this is the next one. So that goes to the outer ones, to 4 and 6. Out value. So I have to pay a little attention here, which I guess I didn't. So now those are connected to the right ones. And then we'll keep on going from here. So now the next one will connect to these outer ones, so 3 and 7. Okay, so now that's working correctly. Now we need one more. And that will then connect to the next ones, the 2 and 8. I think, actually sorry, this one here, those two. That's what it should connect to, two and eight. And then we have nine here and one which are not connected to anything because they shouldn't scale the first one and the last one. Right. Hard value to scale X and Z. And then this one here as well, scale X and Z. And then we have it. And now we're missing those connections here from the multiplier to those guys still. Output x into input value, also for that one here too. Output x into input value. Okay, so now that this is all connected, so now those all will still have the same scale, Now we can actually go in and change that, those values a little bit to be something else when it's squashed, when this is becoming zero or going towards zero, or when this is going towards two or three or whatever. What we should probably also do is we should come in here just in case right now it's quite simple, right? If this is zero, then this is two, and if this is two, then this is one. But if we're changing this to, so it means basically if it's in the middle, if the distance or the ratio is one, which is at the default, then the scaling will be one also. But if we're changing this to a different value, so for example 1.5, then at the default, we go to our frame one, then those guys will not be one. They will already be squashed. And the reason for that is because 0 is 1.5 and 2 is 0. So one is going to be in between those two. So 75% or 0.75. to kind of fix that or you know make sure that we can change independently the min and the max. We should come into the value here and we should rather instead of changing the input and output value we should probably keep those the same 2 and 0 always. And instead what we can do is we can come in here on our remap node and add one at 50% okay so 0.5, 0.5 and then instead we can just change these guys here okay which is kind of like a multiplier if you think about it so um that would be the minimum and that would be the maximum so let's add those middle points here for all of them 0.5, 0.5 I need basically just do that by clicking on it if you haven't used the remap node before Just clicking on it and putting 0.5 so that we don't have just a start and an end point, but three points here. And now we can come in and stretch our spine a little bit, or well, extreme I guess, and try to play with those values here. So the minimum seems to be here when we're stretched, so we can kind of scale that in a little bit. And perhaps it might be hard to see it here with the spine. Perhaps it might be better if we simplify it a little bit and hide the Gio here. Instead we will create boxes here for those guys. Then it will be easier to see I think. Let's create some cubes. Scale those up. Snap those to the joints. Let's hide the surface here for a sec. Spine surface. So I'll take those and snap it to the joints. I'm just doing these cubes here to visually see what's going on. Then we take the cube and parent it under the joints. Okay, cube under joint. So now if we stretch, you can see that at the moment they are kind of like all the same. But now we can go in and we're missing one I guess. Here we go. we can go in and adjust those. So the second one, we go into the attribute editor and scale this a little bit differently. So for example, or we could even go into the first one and scale it a little bit more. Although here we cannot go lower. Well, I guess technically we can go lower than zero, but what might be better is adjusting those values here. So there we go from 0 to minus 3 or so, perhaps. 3 minus 1, 3 minus 1, 3 minus 1. And now we should be able to come in here on the second one, attribute editor, and change that. Go to the next one and change that a little bit more. go to the next one and change it even more. And now we have kind of like our even distribution here that we wanted to get. Okay. So if it's squashing down, you can see that. That's probably what we want. And if it's scaling up, we should probably create an animation all in the opposite way. So if we set this to 30 instead, or maybe a little bit anyways. Here we go. Then we can also make that same adjustment here, but on the other side. So we'll come into the attribute editor and rather than changing these input and output values, we are going to leave those as they are. that we can make sure that when it's at the default those should all be one, right? Since that we're going to go on to these remap nodes and adjust the endpoint here a little bit when we're in the stretched position. This will probably be a little bit harder to do. Maybe something like that, perhaps. It's harder to see now because they are more apart, but what we could do is to make it a little bit easier, I guess. We could take all these boxes here, not the joints but the cubes, and just scale them a little bit more, and it might make it a little bit easier to see what's going on and how we have to adjust them. Okay, now we can go in and fine-tune until we're happy with the result. Perhaps something like that. And then we can take the top one here and see what happens if we stretch. We have volume preservation here. If we stretch too much, then we kind of go into the opposite way. So that's maybe not good. Depends on how much we are intending to stretch, really. Do we want to go that far? And then for squashing, we've got our squash and stretch. And now if we look at without the boxes, but with the GU instead, then we kind of get this behavior here. Okay, so this is volume preservation. We could probably make it a little bit better, you know, and we could do a lot of different things here really. Now we've just used it for controlling the size of the joints. What might actually be better is, you know, looking at how does it shaped, how does it not like these cubes here with the cubes, or if this was a character, it was like pretty straight, it would probably look quite good. With this one here, it does not look so good, just because the majority of discussion stretching is actually happening here and not here. So perhaps what we could do is hooking up the ratio attribute here to a blend shape or something that could correct a blend shape at the end to make this look a little bit better or change these joints here, stretch out a little bit more or things like that. So there's always room for improvement. but just to show you guys how we can set up the Gaussian stretch here with modern preservation for the spine."
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