Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 02 stretch on the other limbs_frames.zip
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"text": " Okay, I quickly want to try to do the other, the two legs and the other arm as well here, setting it up for stretch. So let's kind of try to run through it. And I'm going to use, instead of the node editor, going back to the hyper shade. So you can really see that it's interchangeable, which tool you're using. And for me, for all time sakes, I'm faster. I feel more comfortable in the hyper shade. have some shortcuts too to kind of add things to it and so on and so forth. So it will probably be a lot quicker. Let's set up the lacquer first because that's still the same, but maybe a little bit different. So I want to find my lacquer first reveal selected and then bring in my three joints, the root joints, bring them in here. Then I want a blend color between them. So here I'm setting it up the other way around first. I'm first connecting the scaling. So IK, FK, Control, and Blend. Here is a little bit misleading that we see that curve when, in fact, this is also our joint here. Just shows it as a curve because we have curves or shape's parented under it. So this is maybe also different in the node editor. Let's create a Blend Color. call this R-Leg Root Scale Blend Color. Let's bring in the other drawings here at the same time so that we can maybe connect it a little bit faster. The mid ones bring those in here as well. IK, FK, Blend, create another Blend Color node. And this is going to be, I'm going to take the name here from this one, copy, paste, and then I just have to replace the section here in mid. Let's connect it up. So we're searching for scale now, scale in the color one, and then of this one into color 2 scale to color 2 and then from there output into scale to blend it on. Okay, let's do the same thing for this one down here. Scale to color 1. This scale to color 2. the output into scale from one. This is correct. Okay. Then we want the IK blend attribute here, okay, IK. Bring it in here. And we connect it into the blender. FK into blender and all the interblender of that guy, fkinterblender. And we have that scaling connection made between iK and fk. Now we have to create our distance dimension again. So we go into measure tools, distance tool from here to here, hide the geo. We want to snap the first locator to to the top and the second locator here to the bottom. It's a little bit hard to see which is which. Perhaps it would help to hide the foot for a second. But we can kind of see, okay, this is the foot, so that means the other one is a lack, is a lag, so it should probably be a little bit lower and outer. So I'll snap it to this other one instead to make sure I have it on the, you know, in the same location as the end of the lag. Just have it correct. And then I'll parent my locator. By the way, the locators we haven't renamed them before, which will probably quickly do that. So here we we have the start, so this would be our leg, how did we call it, stretch, start, locator. And the other one is the end, our leg, stretch, and locator. And I'm just realizing that I'm not very consistent with my naming, so let's call this, instead of store, let's call it end. and maybe let's call it leg root stretch locator and leg end stretch locator. Makes it a little bit more consistent. And then here we can call this our leg stretch distance dimension, dID. And we can parent this under our don't move group so that it's hidden. Or actually let's do that later so we can still see it as we're connecting it, parenting it. So the end, leg end stretch locator goes under the IK control and the leg root stretch goes under one above. Now here we don't have a shoulder but we have our hips controller so we parent it under that controller set, just the next controller one up. So now if we move that we can see that we are in fact getting the stretching working or it measures the distance live. And then we do the same thing what we did before. So we need our ratio. We need to calculate the ratio from that. So we go into our hypershade again and bring in the distance dimension, but we want the shape. So we go below that. That's where our distance is going to be. And then And we create a multiply node. I forgot what we called it, but I think it was something like RLagStretchRatioMdi. Maybe like IKStretch. And then we connect. Probably here we should probably also call this like IKStretch thinking about it. Because it's really only stretching the IK. Okay, then we connect it from here to here, from distance into, I think this time we want to do it right, so I think it goes into input 2x, and then the first x is basically the length of both of these joints combined. So we can kind of do the same thing where we did before, we go into this joint and this This is our distance from first to second joint, so we copy this, copy, paste it into here to our ratio, and then we try to find the second joint here, so we can take one of the end joints, it doesn't really matter which one, because they should all be the same, as we can take this distance now. Actually, I think there's something wrong here. What was that, 40 just now? our leg mid, our leg mid IK. Oh, I'm underarm here, that's why that explains it. So let's try to find this. So we want to go in our mid, that's the distance from root to mid. Okay, this one here, copy that into our multiply device, we already did that. And then we take the leg IKN joint, the one down here which measures or which is essentially the distance from here to there. If you have your axis set up correctly, so we copy this value and we want to add it to this value, so we say plus equals and then we can paste in that new value for the second joint. Now this is what both of these are going to be added up together. So we can see again it's a little bit longer than the distance that we would get when it's straight line. And then from the ratio we can now basically go to our condition node that we set. So we create another condition node, condition. We go from the condition node we say okay the ratio if it comes in the first term, right that's what we did. So output X goes into the first term and we again forgot to set to divide on the multiply So divide then we have our ratio here coming in. So by default now it's already a little bit longer, right? But now we have to set it up. So if the first term is lesser or equal then if the second term is lesser or equal than the first term then it should just use 1 1 1 and if it's bigger or if it's false, like in this case, then it should use... Is this correct? Let's try it out. If it doesn't work, we can always reconnect it. So then we connected the ratio into our false, color false attributes here also. So ratio output goes into color false. That's I think how we had it set up and then we connect this one here I think it's wrong here on this one for some reason. Let's see what we get and then we connect those into our Scales for those two joins So need to find them Our leg IK Mid and root joins Let's bring those in here. I guess they were already in there Here we go And we connect it to the scale now, the Out Color R into Scale Y. Scale Y. Let's see if that is set up correctly. It's already stretched a little bit. If the first term is less than this one, and it should use one. Did we set up the wrong way again? I think we did. I think we did exactly the same mistake as before, my bad. So let's swap those around. So let's copy this value here first. And we can break this. Can copy, paste this in here. And now we connect the distance from the distance node into the first one. Distance into input 1x. So now we swapped it around and now I think it should work. So if we now go back to zero, reset that control, then we should see the scale should be one and now it's actually working as expected. So if we open this up again, you can see if the first term is less or equals than the second term, which is true in this moment, then it will be 111. So that means if it's getting shorter, it will just have a scale of one. If it's getting bigger, that first term is bigger than the second value, then it's false, that statement is false, and then it will use color false and it will use those values here. So that means if we're shrinking it, it will bend, and if we're stretching it, it will stretch and because we've already connected all these blend color nodes we can see that now it's actually working fine. On the other leg for comparison if we try that we can see the leg here is not really stretching and if we look at how it looks with the GEO on we should hopefully see a little bit of a difference and we can see a difference. So here you can see that all of this is just done by the stretching here is kind of done by skinning while here is actually done by stretching the bone. Okay, so it will look a little bit better. And same issue here, what I talked about before, since we're using scaling, those points will kind of push up the more we scale it, which is maybe not so good, so therefore perhaps it would even be better to use a translation here as well. But we're going to add more joins to it for the skinning and all of that later on. When we talk about skinning, I believe next week, then we can talk about those kind of things. And if we have to, we can make adjustments to how the scaling here is done. And we set those back to zero, and then we can take this distance dimension now into our Don't Move group. So that it's hidden. Okay. And I think we already did all of our naming. So that was the leg. Now quickly, let's quickly in the next couple of minutes, let's rush through the other two as well and do them perhaps in parallel if we can. So let's create two more distance dimension nodes and another one for the leg. I will take these locators, parent them or snap them first, and then parent the locator under this control and parent the other locator. Actually, let's rename it to an arm, aka stretch. I think we called it arm end. Stretch. usually the longest time is really done for naming all these things. This will be a root stretch locator. This will be a leg root stretch locator. And this will be a leg end stretch locator. We can take that and snap this to our leg. And here also we want to make sure that we snapped it to the correct joint here because we have two very close to each other. So it should, if this is the foot joint and the other one is the leg, so the leg joint is a little bit lower and further back. So we'll take this and try to snap it to the right one. So you can see kind of that distance here, our difference. This would be the foot, this would be the leg, in my case here anyways. If we had made sure that these two are exactly on top of each other, it would have been perhaps a little bit easier, but that's okay. Then we'll take this locator and parent it under this control. Maybe let's scale it up a little with the local scale. So just that it's easier to find later on and hide and all that. Here we have another locator, so let's make this also a little bit bigger with the local scale. Do we know we have to hide those at the end? And then those guys here as well. Let's see, I think we still have them here. Let's make those two a little bit bigger. Okay, and this one goes under the hips and for the arm, that one goes under the shoulder. Then we can test it to see if it works. So yep, that works. And if we move the shoulder up, that also works. Updates to scaling here, or the distance. And same thing here, if we move the hips, distance gets updated. And if we move the bottom here, distance also gets updated. Okay, so that's correct. And then we have to rename those guys so we know which one is which. So that one is for the arm. So left arm, there we call it left arm IK stretch. Let's call this IK stretch as well. Arm IK stretch distance dimension. and here we have a left leg IK stretch distance dimension. Okay, and then we have to set up the ratios. So let's bring both of those shapes in here. here, let's create ratios, or rather multiply the rename ratio, duplicate it, and now we can take that name from here. Actually, it's probably just the first part we need. We can Paste it onto here and say this is ratio MDI. We take the name from here and say this is also ratio MDI. And now we have to think about this. How do we want to connect it? We want to connect it into the second one, I think. Wasn't it? Maybe I'm doing it wrong again. then we know we can just easily connect it. So distance goes into the second one, I think. And you know, usually I don't think much about it, I just do it, and then if it doesn't work, then I just swap it around or connect it otherwise. So we have those two guys, and now we need the distances that we have to plug into the other side here, and we have to set both of them to divide also. can do that right away. So this one to divide, and this one to divide. And then we look what the distances here are. So we take the translation of that one, paste it into here. And here we have to remove the minus, because this is on the left side. So now we have to remove the minus, because obviously the length is not going to be negative. We want 24. But we can do that again. So let's keep this for now. And then let's pick the second joint here, pick this length and say plus, plus equal, plus equal, and that value. So then we get the full length and then we can remove the minus here. Right. And then the same thing is true for We'll do the same thing for the leg. So here we have our leg joint copy, paste it into our ratio and then we want the second length here. So let's see if we can do that in the Outliner. I don't want to click on here because it might give me the wrong joint. Actually, let's try it. Let's see if it works. Leg ended, it worked okay. I just don't want to select the foot by accident. So the leg here and that's correct. copy this value into the lag-iky-stretch ratio, and again plus equal this value, then we get the full length, and then we move the minus here to get the positive length of those joins added together. Then we said, okay, now we want the condition nodes afterwards, condition, and another one. We call that the same, but without a ratio, just con addition. You can actually copy this one now here, paste it onto here and replace arm with leg. And then we said we plug those into the first term output x into first term and we also said that we want to plug it into our color false at the same time. And same thing for this one here as well. Plug the output into our first term and into color false, all three of them. Then we come onto these guys and we set if the second term is 1, then it should be 111 cut or true and we set if it's less or equal then. The first term is less or equal then. If it's true, it's using 111 and I think we have done it exactly the wrong way again. I managed to do it wrong 4 times now. Let's do that here in the second. 111. all set up. So let's think about this as equal then. If this is less or equal to than 1, then it should use those. And you know, an easy way to fix that too, we could now swap this around again as we did before in the two times. What we could also do is we could I think just swap this to less or equal if we say greater than. If this is greater than one, is that true? If 1.4 is greater than one and it's true and it's using 1.1, I think this doesn't work. It should be less or equal than. So we have it. Let's test it out, see what we get. So here it doesn't really work. So let's swap those around, actually. Let's break this connection, copy this value in here, and plug it into the first one instead. Same thing here. So it should not go into the second one. Should go into the first one. First one, distance goes into the first. And here, distance goes also again into the first. Let's see what we get now. Now we get, okay, if this is less or equal than one, it will, if it's true, it will be using one more one. And if it's false, then it will use the second color. So again, I think there is a way how you can also make this work the other way around, how we started out with, but then you have to choose one of these other ones. I just can't quite remember which one, but this works now, okay. This is how we set up the other ones as well. And you know, I kind of did it all from scratch here, not even looking at how I set up the other ones, But once you have one working, you can obviously always go back and kind of check, oh, how did I set it up on the other stretch here? I wonder if you can use filtering here, not on a presenter perhaps. So if we use star ratio, star, it doesn't seem to work. seems to work, but why doesn't ratio work then? Oh, now it works. I don't know why it didn't work before. So we could always come in here and we could look on the right arm side how we set it up, and here we can see we have actually the first one is having the life connections to the distance dimension. Now we have set it up the same way on all these guys. But you can also see how quick it is to update that. I'm just wondering, oh right, because we haven't connected that to anything yet. So now of course we have to come in here and bring back our... I appreciate... Now I've lost all my values again, but now I can come in here and I can go to Utilities and now that I have to filtering I can actually search for my ratios again. Star ratio, star, for some reason, oh not radio of course, ratio. And we'll pick those ones and then we show the input and output connections from there. Now we have all those four here. Those two are already set up, so that's probably the right side. Now we have to connect the left side here as well. So those two, they have to go, this is for the arm, this is for the left leg. They are going into the scale for the legs here. find the legs, like drawings leg group. And then we have our leg IK, root and mid to bring those two joints in here. And then for the arm, selected here, say in the outline or reveal selected. And here we have our IK, root and mid, we're bringing those in here again graph, add selector to graph, and then we connect those outputs, out color R into the scale Y. And also to this one here as well, reload scale Y. And we do the same thing here for the leg as well. Outcolor leg into scale y. All over this one this joint here as well. Scale y. Now let's see what we get. Testing time. You can actually see already it's working. But now we have to connect it up to the blend joint here as well using our remap color nodes. So we already have our ik, mid and ik root in here. ik root and mid. Then we can bring in the fk ones as well. The blend ones reveal selected. So here we have our blend root and mid. Bring those in here. Plant. So here we have our meds, here we have our roots, and then the FK ones. Bring those in here. So FK root, FK med, and that's what we wanna set up. So now we need our blend color nodes. New ones for scaling, one here, one here in between. set it up or connect it first and then rename it to scale into color 1 from IK and then into color 2 from FK and then we go from the output of that one into the scale of the blended arm. Okay, same thing here. Sorry, that was the lag, that was not the arm. Misspoke. So scale to color one. And you can also see now maybe why I'm lining them up like this, because if I'm always having IK on top, I kind of immediately know how I need to connect them so that fk goes into color 2. And then from here we go into the output, or from the output rather into the scale that way around. And then we connect the Blender attribute. So that was the lag, so we need this control here as well there, graph add selected. So we connect from here into our blender. IK into blender, from here, FK IK into blender. Here we go. Then something missing. Let's see, I think this is working now. And then we have to do the same thing here for our arm as well. We're missing the naming of course. Of the blend color nodes. Bring those two in here and those two root and mid. And you can see that we can ignore the end joints here, okay? We don't need to blend the end joints as well. Really only the root and the mid when we're connecting scaling anyways. Blend, blend, FK, FK root, FK mid, actually I can't top FK and bottom, here we go. So this is what we want to connect. Those three guys and those three guys. It's great, two more blend colors, one for here and one for here. Shoke it all up. Scale. Then here, FKA into color 2. Scale. And from here, from the output to blend color node into our scale for the blend joint. Okay. And then same thing here. FK scale color 2 and output into the scale of the blend joint. undo, that's not what I wanted to connect, scale x, y, z, and we need our control here to connect it to the blender. So bring that one in. If I can't get a blender, and then also into the other blender here as well. OK, now that's all done. Set up. Let's see if it works. And it does. Then we can take our distance dimension nodes and parent them under the don't move group. We have all four in here together. They're all hidden. Then we can take these locators and hide them as well. Just doing a little bit of cleanup now. Those locators, let's set the visibility to zero on those. And we have a locator here. Let's make this a little bit bigger and set the visibility to zero. And then we have a locator here. Set that visibility to zero. I think we had one more here somewhere. Here we go. There's another one. Locator. So let's make this a little bit bigger. Again, that is getting easier to select if we have to. But we want to hide it as well. OK, I think that's it. And then we want to kind of quickly go through and rename those blend color nodes. I can't quite remember what I named them up here. The other ones. L-arm, mid. I think scale, wasn't it? Arm, mid, scale, OK. So then in this case, that would be left arm, root scale blend color. Copy that name and paste it onto the other one. That would be the arm mid scale blend color. Now we can take that same name and apply it here. That would be our left leg root scale. Copy this name and paste it onto here. This would be paste it onto here. This would be our left leg mid-scale blend color. And then we've done a little bit better job here with the naming. So then if we ever need to find it, we'll note that all the Rs are here, but also if we need to find it. And we can just use here our wildcards, and we can get back to our blend colors. For example, if we need to PLC, then we can see all of our left blend color nodes are here. And it's just an easier way to kind of get back to things. if we need them. OK, so I think that pretty much is it. Is there anything missing? See here, I'll collapse all these guys. Everything here looks clean in the outline. We still have our model panel 2 view, because we have something isolated selected here. So that was this arm. So let's turn off isolate selected here. And then that removes that selection set, or the isolate select view. And we can come in here and test to make sure everything is working as expected. So we have that working. We have that working and those two legs here are also working. And if we move it from here, we can also see that the feet are staying attached. Okay. That's it. Thank you.",
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"text": " Okay, I quickly want to try to do the other, the two legs and the other arm as well here, setting it up for stretch. So let's kind of try to run through it. And I'm going to use, instead of the node editor, going back to the hyper shade. So you can really see that it's interchangeable, which tool you're using. And for me, for all time sakes, I'm faster. I feel more comfortable in the hyper shade. have some shortcuts too to kind of add things to it and so on and so forth. So it will probably be a lot quicker. Let's set up the lacquer first because that's still the same, but maybe a little bit different. So I want to find my lacquer first reveal selected and then bring in my three joints, the root joints, bring them in here. Then I want a blend color between them. So here I'm setting it up the other way around first. I'm first connecting the scaling. So IK, FK, Control, and Blend. Here is a little bit misleading that we see that curve when, in fact, this is also our joint here. Just shows it as a curve because we have curves or shape's parented under it. So this is maybe also different in the node editor. Let's create a Blend Color. call this R-Leg Root Scale Blend Color. Let's bring in the other drawings here at the same time so that we can maybe connect it a little bit faster. The mid ones bring those in here as well. IK, FK, Blend, create another Blend Color node. And this is going to be, I'm going to take the name here from this one, copy, paste, and then I just have to replace the section here in mid. Let's connect it up. So we're searching for scale now, scale in the color one, and then of this one into color 2 scale to color 2 and then from there output into scale to blend it on. Okay, let's do the same thing for this one down here. Scale to color 1. This scale to color 2. the output into scale from one. This is correct. Okay. Then we want the IK blend attribute here, okay, IK. Bring it in here. And we connect it into the blender. FK into blender and all the interblender of that guy, fkinterblender. And we have that scaling connection made between iK and fk. Now we have to create our distance dimension again. So we go into measure tools, distance tool from here to here, hide the geo. We want to snap the first locator to to the top and the second locator here to the bottom. It's a little bit hard to see which is which. Perhaps it would help to hide the foot for a second. But we can kind of see, okay, this is the foot, so that means the other one is a lack, is a lag, so it should probably be a little bit lower and outer. So I'll snap it to this other one instead to make sure I have it on the, you know, in the same location as the end of the lag. Just have it correct. And then I'll parent my locator. By the way, the locators we haven't renamed them before, which will probably quickly do that. So here we we have the start, so this would be our leg, how did we call it, stretch, start, locator. And the other one is the end, our leg, stretch, and locator. And I'm just realizing that I'm not very consistent with my naming, so let's call this, instead of store, let's call it end. and maybe let's call it leg root stretch locator and leg end stretch locator. Makes it a little bit more consistent. And then here we can call this our leg stretch distance dimension, dID. And we can parent this under our don't move group so that it's hidden. Or actually let's do that later so we can still see it as we're connecting it, parenting it. So the end, leg end stretch locator goes under the IK control and the leg root stretch goes under one above. Now here we don't have a shoulder but we have our hips controller so we parent it under that controller set, just the next controller one up. So now if we move that we can see that we are in fact getting the stretching working or it measures the distance live. And then we do the same thing what we did before. So we need our ratio. We need to calculate the ratio from that. So we go into our hypershade again and bring in the distance dimension, but we want the shape. So we go below that. That's where our distance is going to be. And then And we create a multiply node. I forgot what we called it, but I think it was something like RLagStretchRatioMdi. Maybe like IKStretch. And then we connect. Probably here we should probably also call this like IKStretch thinking about it. Because it's really only stretching the IK. Okay, then we connect it from here to here, from distance into, I think this time we want to do it right, so I think it goes into input 2x, and then the first x is basically the length of both of these joints combined. So we can kind of do the same thing where we did before, we go into this joint and this This is our distance from first to second joint, so we copy this, copy, paste it into here to our ratio, and then we try to find the second joint here, so we can take one of the end joints, it doesn't really matter which one, because they should all be the same, as we can take this distance now. Actually, I think there's something wrong here. What was that, 40 just now? our leg mid, our leg mid IK. Oh, I'm underarm here, that's why that explains it. So let's try to find this. So we want to go in our mid, that's the distance from root to mid. Okay, this one here, copy that into our multiply device, we already did that. And then we take the leg IKN joint, the one down here which measures or which is essentially the distance from here to there. If you have your axis set up correctly, so we copy this value and we want to add it to this value, so we say plus equals and then we can paste in that new value for the second joint. Now this is what both of these are going to be added up together. So we can see again it's a little bit longer than the distance that we would get when it's straight line. And then from the ratio we can now basically go to our condition node that we set. So we create another condition node, condition. We go from the condition node we say okay the ratio if it comes in the first term, right that's what we did. So output X goes into the first term and we again forgot to set to divide on the multiply So divide then we have our ratio here coming in. So by default now it's already a little bit longer, right? But now we have to set it up. So if the first term is lesser or equal then if the second term is lesser or equal than the first term then it should just use 1 1 1 and if it's bigger or if it's false, like in this case, then it should use... Is this correct? Let's try it out. If it doesn't work, we can always reconnect it. So then we connected the ratio into our false, color false attributes here also. So ratio output goes into color false. That's I think how we had it set up and then we connect this one here I think it's wrong here on this one for some reason. Let's see what we get and then we connect those into our Scales for those two joins So need to find them Our leg IK Mid and root joins Let's bring those in here. I guess they were already in there Here we go And we connect it to the scale now, the Out Color R into Scale Y. Scale Y. Let's see if that is set up correctly. It's already stretched a little bit. If the first term is less than this one, and it should use one. Did we set up the wrong way again? I think we did. I think we did exactly the same mistake as before, my bad. So let's swap those around. So let's copy this value here first. And we can break this. Can copy, paste this in here. And now we connect the distance from the distance node into the first one. Distance into input 1x. So now we swapped it around and now I think it should work. So if we now go back to zero, reset that control, then we should see the scale should be one and now it's actually working as expected. So if we open this up again, you can see if the first term is less or equals than the second term, which is true in this moment, then it will be 111. So that means if it's getting shorter, it will just have a scale of one. If it's getting bigger, that first term is bigger than the second value, then it's false, that statement is false, and then it will use color false and it will use those values here. So that means if we're shrinking it, it will bend, and if we're stretching it, it will stretch and because we've already connected all these blend color nodes we can see that now it's actually working fine. On the other leg for comparison if we try that we can see the leg here is not really stretching and if we look at how it looks with the GEO on we should hopefully see a little bit of a difference and we can see a difference. So here you can see that all of this is just done by the stretching here is kind of done by skinning while here is actually done by stretching the bone. Okay, so it will look a little bit better. And same issue here, what I talked about before, since we're using scaling, those points will kind of push up the more we scale it, which is maybe not so good, so therefore perhaps it would even be better to use a translation here as well. But we're going to add more joins to it for the skinning and all of that later on. When we talk about skinning, I believe next week, then we can talk about those kind of things. And if we have to, we can make adjustments to how the scaling here is done. And we set those back to zero, and then we can take this distance dimension now into our Don't Move group. So that it's hidden. Okay. And I think we already did all of our naming. So that was the leg. Now quickly, let's quickly in the next couple of minutes, let's rush through the other two as well and do them perhaps in parallel if we can. So let's create two more distance dimension nodes and another one for the leg. I will take these locators, parent them or snap them first, and then parent the locator under this control and parent the other locator. Actually, let's rename it to an arm, aka stretch. I think we called it arm end. Stretch. usually the longest time is really done for naming all these things. This will be a root stretch locator. This will be a leg root stretch locator. And this will be a leg end stretch locator. We can take that and snap this to our leg. And here also we want to make sure that we snapped it to the correct joint here because we have two very close to each other. So it should, if this is the foot joint and the other one is the leg, so the leg joint is a little bit lower and further back. So we'll take this and try to snap it to the right one. So you can see kind of that distance here, our difference. This would be the foot, this would be the leg, in my case here anyways. If we had made sure that these two are exactly on top of each other, it would have been perhaps a little bit easier, but that's okay. Then we'll take this locator and parent it under this control. Maybe let's scale it up a little with the local scale. So just that it's easier to find later on and hide and all that. Here we have another locator, so let's make this also a little bit bigger with the local scale. Do we know we have to hide those at the end? And then those guys here as well. Let's see, I think we still have them here. Let's make those two a little bit bigger. Okay, and this one goes under the hips and for the arm, that one goes under the shoulder. Then we can test it to see if it works. So yep, that works. And if we move the shoulder up, that also works. Updates to scaling here, or the distance. And same thing here, if we move the hips, distance gets updated. And if we move the bottom here, distance also gets updated. Okay, so that's correct. And then we have to rename those guys so we know which one is which. So that one is for the arm. So left arm, there we call it left arm IK stretch. Let's call this IK stretch as well. Arm IK stretch distance dimension. and here we have a left leg IK stretch distance dimension. Okay, and then we have to set up the ratios. So let's bring both of those shapes in here. here, let's create ratios, or rather multiply the rename ratio, duplicate it, and now we can take that name from here. Actually, it's probably just the first part we need. We can Paste it onto here and say this is ratio MDI. We take the name from here and say this is also ratio MDI. And now we have to think about this. How do we want to connect it? We want to connect it into the second one, I think. Wasn't it? Maybe I'm doing it wrong again. then we know we can just easily connect it. So distance goes into the second one, I think. And you know, usually I don't think much about it, I just do it, and then if it doesn't work, then I just swap it around or connect it otherwise. So we have those two guys, and now we need the distances that we have to plug into the other side here, and we have to set both of them to divide also. can do that right away. So this one to divide, and this one to divide. And then we look what the distances here are. So we take the translation of that one, paste it into here. And here we have to remove the minus, because this is on the left side. So now we have to remove the minus, because obviously the length is not going to be negative. We want 24. But we can do that again. So let's keep this for now. And then let's pick the second joint here, pick this length and say plus, plus equal, plus equal, and that value. So then we get the full length and then we can remove the minus here. Right. And then the same thing is true for We'll do the same thing for the leg. So here we have our leg joint copy, paste it into our ratio and then we want the second length here. So let's see if we can do that in the Outliner. I don't want to click on here because it might give me the wrong joint. Actually, let's try it. Let's see if it works. Leg ended, it worked okay. I just don't want to select the foot by accident. So the leg here and that's correct. copy this value into the lag-iky-stretch ratio, and again plus equal this value, then we get the full length, and then we move the minus here to get the positive length of those joins added together. Then we said, okay, now we want the condition nodes afterwards, condition, and another one. We call that the same, but without a ratio, just con addition. You can actually copy this one now here, paste it onto here and replace arm with leg. And then we said we plug those into the first term output x into first term and we also said that we want to plug it into our color false at the same time. And same thing for this one here as well. Plug the output into our first term and into color false, all three of them. Then we come onto these guys and we set if the second term is 1, then it should be 111 cut or true and we set if it's less or equal then. The first term is less or equal then. If it's true, it's using 111 and I think we have done it exactly the wrong way again. I managed to do it wrong 4 times now. Let's do that here in the second. 111. all set up. So let's think about this as equal then. If this is less or equal to than 1, then it should use those. And you know, an easy way to fix that too, we could now swap this around again as we did before in the two times. What we could also do is we could I think just swap this to less or equal if we say greater than. If this is greater than one, is that true? If 1.4 is greater than one and it's true and it's using 1.1, I think this doesn't work. It should be less or equal than. So we have it. Let's test it out, see what we get. So here it doesn't really work. So let's swap those around, actually. Let's break this connection, copy this value in here, and plug it into the first one instead. Same thing here. So it should not go into the second one. Should go into the first one. First one, distance goes into the first. And here, distance goes also again into the first. Let's see what we get now. Now we get, okay, if this is less or equal than one, it will, if it's true, it will be using one more one. And if it's false, then it will use the second color. So again, I think there is a way how you can also make this work the other way around, how we started out with, but then you have to choose one of these other ones. I just can't quite remember which one, but this works now, okay. This is how we set up the other ones as well. And you know, I kind of did it all from scratch here, not even looking at how I set up the other ones, But once you have one working, you can obviously always go back and kind of check, oh, how did I set it up on the other stretch here? I wonder if you can use filtering here, not on a presenter perhaps. So if we use star ratio, star, it doesn't seem to work. seems to work, but why doesn't ratio work then? Oh, now it works. I don't know why it didn't work before. So we could always come in here and we could look on the right arm side how we set it up, and here we can see we have actually the first one is having the life connections to the distance dimension. Now we have set it up the same way on all these guys. But you can also see how quick it is to update that. I'm just wondering, oh right, because we haven't connected that to anything yet. So now of course we have to come in here and bring back our... I appreciate... Now I've lost all my values again, but now I can come in here and I can go to Utilities and now that I have to filtering I can actually search for my ratios again. Star ratio, star, for some reason, oh not radio of course, ratio. And we'll pick those ones and then we show the input and output connections from there. Now we have all those four here. Those two are already set up, so that's probably the right side. Now we have to connect the left side here as well. So those two, they have to go, this is for the arm, this is for the left leg. They are going into the scale for the legs here. find the legs, like drawings leg group. And then we have our leg IK, root and mid to bring those two joints in here. And then for the arm, selected here, say in the outline or reveal selected. And here we have our IK, root and mid, we're bringing those in here again graph, add selector to graph, and then we connect those outputs, out color R into the scale Y. And also to this one here as well, reload scale Y. And we do the same thing here for the leg as well. Outcolor leg into scale y. All over this one this joint here as well. Scale y. Now let's see what we get. Testing time. You can actually see already it's working. But now we have to connect it up to the blend joint here as well using our remap color nodes. So we already have our ik, mid and ik root in here. ik root and mid. Then we can bring in the fk ones as well. The blend ones reveal selected. So here we have our blend root and mid. Bring those in here. Plant. So here we have our meds, here we have our roots, and then the FK ones. Bring those in here. So FK root, FK med, and that's what we wanna set up. So now we need our blend color nodes. New ones for scaling, one here, one here in between. set it up or connect it first and then rename it to scale into color 1 from IK and then into color 2 from FK and then we go from the output of that one into the scale of the blended arm. Okay, same thing here. Sorry, that was the lag, that was not the arm. Misspoke. So scale to color one. And you can also see now maybe why I'm lining them up like this, because if I'm always having IK on top, I kind of immediately know how I need to connect them so that fk goes into color 2. And then from here we go into the output, or from the output rather into the scale that way around. And then we connect the Blender attribute. So that was the lag, so we need this control here as well there, graph add selected. So we connect from here into our blender. IK into blender, from here, FK IK into blender. Here we go. Then something missing. Let's see, I think this is working now. And then we have to do the same thing here for our arm as well. We're missing the naming of course. Of the blend color nodes. Bring those two in here and those two root and mid. And you can see that we can ignore the end joints here, okay? We don't need to blend the end joints as well. Really only the root and the mid when we're connecting scaling anyways. Blend, blend, FK, FK root, FK mid, actually I can't top FK and bottom, here we go. So this is what we want to connect. Those three guys and those three guys. It's great, two more blend colors, one for here and one for here. Shoke it all up. Scale. Then here, FKA into color 2. Scale. And from here, from the output to blend color node into our scale for the blend joint. Okay. And then same thing here. FK scale color 2 and output into the scale of the blend joint. undo, that's not what I wanted to connect, scale x, y, z, and we need our control here to connect it to the blender. So bring that one in. If I can't get a blender, and then also into the other blender here as well. OK, now that's all done. Set up. Let's see if it works. And it does. Then we can take our distance dimension nodes and parent them under the don't move group. We have all four in here together. They're all hidden. Then we can take these locators and hide them as well. Just doing a little bit of cleanup now. Those locators, let's set the visibility to zero on those. And we have a locator here. Let's make this a little bit bigger and set the visibility to zero. And then we have a locator here. Set that visibility to zero. I think we had one more here somewhere. Here we go. There's another one. Locator. So let's make this a little bit bigger. Again, that is getting easier to select if we have to. But we want to hide it as well. OK, I think that's it. And then we want to kind of quickly go through and rename those blend color nodes. I can't quite remember what I named them up here. The other ones. L-arm, mid. I think scale, wasn't it? Arm, mid, scale, OK. So then in this case, that would be left arm, root scale blend color. Copy that name and paste it onto the other one. That would be the arm mid scale blend color. Now we can take that same name and apply it here. That would be our left leg root scale. Copy this name and paste it onto here. This would be paste it onto here. This would be our left leg mid-scale blend color. And then we've done a little bit better job here with the naming. So then if we ever need to find it, we'll note that all the Rs are here, but also if we need to find it. And we can just use here our wildcards, and we can get back to our blend colors. For example, if we need to PLC, then we can see all of our left blend color nodes are here. And it's just an easier way to kind of get back to things. if we need them. OK, so I think that pretty much is it. Is there anything missing? See here, I'll collapse all these guys. Everything here looks clean in the outline. We still have our model panel 2 view, because we have something isolated selected here. So that was this arm. So let's turn off isolate selected here. And then that removes that selection set, or the isolate select view. And we can come in here and test to make sure everything is working as expected. So we have that working. We have that working and those two legs here are also working. And if we move it from here, we can also see that the feet are staying attached. Okay. That's it. Thank you."
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}
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