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hey there
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welcome to chapter 5 deformers
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sorry I just get a little excited about using deformers
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they're super fun
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and can be used for a variety of different reasons
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they can be used to clean up messy edges
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minimum collisions
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or drive one piece of geometry with another
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deformers are also great for adding a little
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extra prep into an animation rig
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in this chapter
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we'll take a look at a few different
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examples on how we can use deformers effectively
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but first let me show you as many deformers as I can
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in under one minute
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you can use a
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blend shape to morph from one
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target with similar topology to the next
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you can use clusters to move a group of points together
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and like most deformers
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you can paint a map to control the area of influence
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you can use a lattice to deform your
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volume with a given number of
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points on a rectangular prism
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wire deformers can be used to drive a mesh with a curve
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there are tons of non linear deformers that you can use
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to bend
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flare twist or create sine waves
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you can use sculptiformers to mimic collisions
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a shrink wrap to suck one geometry onto another
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a standard wrap
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deformer can be used to drive a high resolution mesh
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with a low RES mesh
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and in my 2020
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you can have multiple drivers affecting your mesh
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with a proximity wrap
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you can even use a texture map to drive deformations
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I'm showing all this not to overwhelm you
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but to give you some
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examples on what's available to you
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we won't use every deformer in this chapter
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but we'll take a look at a few of them
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and I'll do my best to give you a
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general overview of how deformers work
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in the next lesson
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we'll take a look at cluster deformers
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in this lesson
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we'll take a look at a few different ways we can use
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cluster to formers
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the cluster does not automatically
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normalize weights like skin
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clusters do
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in other words all the influences in a skin cluster
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when combined
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add up to equal a weight value of 1 per vertex
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clusters regardless of how many you have
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function independently upon your mesh
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this means you can stack them on top of each other
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you can also have a weight value greater than 1
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although I see very few reasons to do that
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let's start out by
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selecting our mesh and going to deform
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cluster we've now created a
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cluster
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on our sphere
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when you select an object and create a cluster
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all the points of that object get attached
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alternatively
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you can select the points that you want to just form
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and then create a cluster
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form cluster now
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every point that I have selected will be
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assigned to that cluster
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one thing to keep in mind when creating
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clusters is that a deformation stack additively
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in other words if I were to select both
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and move them
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you'd see double transformations coming from the second
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deformer
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I wanted to show you clusters first
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because they are a very basic deformer
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and many of the other
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types of deformers share the same properties
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for example
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if I select my object and right click go down the paint
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find my deformer
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will go on the first one
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and you can paint a map for how your object deforms
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so if I go here to tool setting
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I'm just going to start by replacing with a value of
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0 and saying flood
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so now the deformer has no effect
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and then I'm going to replace with the value of 1
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start to paint
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so now I'm just going to smooth this
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we'll see a nice fall off
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so wherever there's a value of 1
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the cluster will move 1 to 1
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that vertex and then it will fall off
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with the value that we painted
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another attribute that most deformers have is called
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envelope
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so if I go here to my cluster I can see it
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and it has a value of once to 0
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so if I move cluster to see some deformation
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and then if I were to take this and set it to 0
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it's essentially turning off that deformer
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if I go up here to the top to Windows
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relationship editors
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the former sets
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I get this nice menu
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and I can see all the deformers that are in my scene
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if I were to expand this set
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I could see the points that are associated with
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this deformer
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and if I expand the second one there are not as many
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because we only added a few points to this cluster
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over here on the right
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we can see what objects they're associated with
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so for instance if I were to move this
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and then with the second cluster set selected
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if I wanted to remove this object
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from this deformer
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I could just go ahead and click on it here
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and if I wanted to add it back in watch what happens
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everything comes with it
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and that's because we didn't add points back in
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we added the entire object
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so remove and add
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go ahead and set this back to 0
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I'm also just going to go ahead and delete this second
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cluster
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let's take a look at what's going on in the Graph
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Editor
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by select my cluster handle here in the outliner
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open up my Node Editor
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and go ahead and say Graph Input Output Connections
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here we get a little node network
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this cluster handle
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this is the transform node so I can use it to move my
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cluster around
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this shape is
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this little icon here
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and this is the the deformer itself
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I press 2 you can see what is connected so we have
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our
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transforms going into the cluster moving it
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and the result is going into
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our geometry giving us the final output on our mesh
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if I select my cluster handle
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go ahead and close my node editor for now
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and open the attribute editor
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I can see my
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cluster my cluster shape and my cluster handle
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and I want to show you a little trick
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that I think a lot of people don't know about clusters
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in the cluster shape tab
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we go to the weighted node
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we can
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see here the cluster 1 handle that's our transform
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we can actually replace this with something else
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say it's a control
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or for this example let's just use a locator
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and we want it to be
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generally like where this deformation is happening
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so I would pull this on a character
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say a face we add like a little tweaker
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it would be on the
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surface of the skin
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so I would orient it to that surface
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and then I could go ahead and just use this transform
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instead of the
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cluster handle
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to move
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the deformation so go ahead and paste that there
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now this locator is actually
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my new handle
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and it's oriented to how I oriented the locator
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which is really useful in the outliner
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if I were to turn on
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shape display you can see my cluster shape
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is under my locator handle now
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and we
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don't really need this cluster handle anymore
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so I can just go ahead and delete that
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and everything still works
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so those are clusters in a nutshell
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in the next lesson
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we'll talk about how we will go
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about layering multiple deformers on a single object
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I'll see you over in chapter 5.3 Deformer Stacks
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hey welcome back
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let's make something fun together
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you can either open up the block scene from the course
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materials or create your own Geo
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we're going to make this block dance
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first go into one of your orthographic views
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then go to Create
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Curve Tools
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EP Curve Tool option box
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make sure you're in linear so that your
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curve is a straight line
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and then I'm just gonna make a little triangle
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if I hold down the X key I can snap to my points
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I'm just gonna draw this triangle over the head of our
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block
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and then we're going to color it
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let's go ahead and make this yellow
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I like to make all my main controllers yellow
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so in the attribute editor
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go to the shape node go down to drawing overrides
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enable overrides click that on
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then you can use one of the Maya default and
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yellow is around here
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or you could use RGB value
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now let's get bendy
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select your Geo
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then go to deform
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on linear deformers bend
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now you can
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go to the curvature middle mass drag and bend your
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cube
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and let's snap this down to the origin here
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and set our low bound to 0 high bound to 2
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so we can bend from the base of the object
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for this example I'm actually gonna create
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two bend handles
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so I'll select my Geo
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and hit the G key to repeat the last command
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and then I'm gonna do the same thing I did to the
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last bend handle to this one
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except for this bend handle
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we'll want to rotate at 90 degrees in y
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so it can bend in the other direction
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if you chose to use your own Geo
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you might have to set a different value for the high
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bound depending on the height of your object
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I'm just going to get organized here
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I'll rename some things C
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Block
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Control
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and we can make this one our bend wand
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because it bends left and right
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we can call this
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C bend
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left
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right
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bend
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handle
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and then copy this for the next one and
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replace that name with
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front back
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to rename the actual deformer
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go over here in the channel box
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I'm just gonna paste my handle name but remove handle
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and I'll do that for the other one as well
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bend one
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just replace this name
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let's have our control drive the bend handles
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select the control
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I'm going to change the pivot
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so in other graphic view press d to enter pivot mode
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press and hold X to snap to the grid
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and your pivot is now at the base of this triangle
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let's now bend our block
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do you remember set driven keys
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make sure you're in the animation menu
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put a key
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set driven keyframe
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option box and load this control as your driver object
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and we're going to use translate
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z as the driver attribute
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so forward and backwards
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and for the driven we want to select our deformer
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make sure you select it in the channel box
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and we'll drive the curvature of this deformer
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so go ahead and set our keyframe
278
00:10:36,533 --> 00:10:39,933
now let's bend it negative 90
279
00:10:40,400 --> 00:10:41,766
for the forward
280
00:10:41,900 --> 00:10:42,666
when you do this
281
00:10:42,666 --> 00:10:45,333
be sure to move your driver attribute first
282
00:10:45,333 --> 00:10:45,766
otherwise
283
00:10:45,766 --> 00:10:48,200
your driven object will just snap back to the previous
284
00:10:48,200 --> 00:10:50,300
keyframe so we'll select it again
285
00:10:50,533 --> 00:10:52,266
set the curvature to negative 90
286
00:10:52,266 --> 00:10:53,566
and we'll have a keyframe
287
00:10:53,566 --> 00:10:55,366
with the driver at 4
288
00:10:55,700 --> 00:10:59,100
so let's move it back now to negative 4
289
00:10:59,666 --> 00:11:01,333
and we'll set the
290
00:11:02,066 --> 00:11:03,566
curvature to 90
291
00:11:03,933 --> 00:11:05,766
and then we'll make a keyframe
292
00:11:06,600 --> 00:11:08,700
now we have forward and backwards movement
293
00:11:11,266 --> 00:11:13,500
let's do the same thing for the left right side
294
00:11:13,500 --> 00:11:15,333
except for this time we'll use Translate
295
00:11:15,333 --> 00:11:16,366
X as the driver
296
00:11:17,133 --> 00:11:19,566
I'll fast forward through this part a little bit
297
00:11:19,900 --> 00:11:22,166
but basically I'm just doing the same thing as I did
298
00:11:22,166 --> 00:11:23,866
for front back on
299
00:11:24,166 --> 00:11:25,500
the left and right side
300
00:11:25,500 --> 00:11:26,866
next let's go to the
301
00:11:26,900 --> 00:11:29,533
control and set some transform limits
302
00:11:29,533 --> 00:11:33,933
so if we go to the transform node and go to translate
303
00:11:33,933 --> 00:11:37,733
we'll set some limits on the minim max values for Z
304
00:11:37,766 --> 00:11:41,866
and X once we're happy with our transform limits
305
00:11:41,866 --> 00:11:43,266
we can go ahead and move this
306
00:11:43,266 --> 00:11:45,000
control around to see what it looks like
307
00:11:45,566 --> 00:11:46,800
if it's not looking right
308
00:11:46,800 --> 00:11:49,400
we might want to change our deformation order
309
00:11:49,800 --> 00:11:53,666
this way we can change which bend deformer is evaluated
310
00:11:53,733 --> 00:11:57,166
first you can right click your geometry and go down
311
00:11:57,166 --> 00:11:58,566
to inputs to see
312
00:11:58,566 --> 00:12:01,366
what the formers are connected to your geometry
313
00:12:01,566 --> 00:12:04,300
middle mouse drag them to rearrange
314
00:12:05,266 --> 00:12:05,666
now our
315
00:12:05,666 --> 00:12:08,400
rig should favor the backwards and forwards movement
316
00:12:08,400 --> 00:12:09,733
over the left and right
317
00:12:10,100 --> 00:12:11,966
because of our deformation order
318
00:12:12,766 --> 00:12:14,733
let's go ahead and set this back to 0
319
00:12:14,900 --> 00:12:17,600
and then we can add another level of deformation
320
00:12:17,933 --> 00:12:19,666
let's give our object some twist
321
00:12:19,933 --> 00:12:21,133
select our object
322
00:12:21,166 --> 00:12:22,333
go to deform
323
00:12:22,600 --> 00:12:24,766
nonlinear twist
324
00:12:25,566 --> 00:12:29,533
we can load our twistoformer in as the driven object
325
00:12:29,766 --> 00:12:33,800
and what we want to drive is our end angle
326
00:12:33,800 --> 00:12:37,066
so we want to rotate it 360 degrees
327
00:12:37,300 --> 00:12:40,166
and for the driver for this one we'll make it the
328
00:12:40,200 --> 00:12:41,800
controls rotate y
329
00:12:42,333 --> 00:12:46,800
so when the control rotates it's going to be negative
330
00:12:47,266 --> 00:12:51,566
360 and it's actually the opposite direction of twist
331
00:12:51,566 --> 00:12:54,200
so we'll set that to 360
332
00:12:54,733 --> 00:12:56,400
and have a keyframe here
333
00:12:56,733 --> 00:12:59,000
and then we'll go ahead and move over to the other side
334
00:12:59,000 --> 00:13:04,466
so set our control to 360 and our twist to negative 360
335
00:13:04,600 --> 00:13:05,866
and we'll put a key
336
00:13:06,266 --> 00:13:07,066
there
337
00:13:07,266 --> 00:13:10,600
and now our control drives the twist of our block
338
00:13:14,300 --> 00:13:17,000
let's see what happens when we bend the block forward
339
00:13:17,100 --> 00:13:18,666
and then apply some twist
340
00:13:19,533 --> 00:13:20,866
not so great is it
341
00:13:21,000 --> 00:13:23,200
that's because the twist is being applied
342
00:13:23,200 --> 00:13:24,333
after the bend
343
00:13:24,700 --> 00:13:26,666
if we right click our Geo
344
00:13:26,666 --> 00:13:27,966
go down to inputs
345
00:13:27,966 --> 00:13:29,800
all inputs we can change that
346
00:13:29,966 --> 00:13:30,966
so let's middle mouse
347
00:13:30,966 --> 00:13:33,533
drag this twist all the way here to the front
348
00:13:34,700 --> 00:13:35,600
go ahead and close this
349
00:13:35,600 --> 00:13:39,266
now our twist is being applied before the bend
350
00:13:40,100 --> 00:13:41,500
so we'll still move around
351
00:13:42,133 --> 00:13:44,333
and the twist is being calculated first
352
00:13:45,333 --> 00:13:48,000
so go ahead and zero this out real quick
353
00:13:48,000 --> 00:13:48,800
I'm just going to
354
00:13:49,066 --> 00:13:51,466
clean up the channel box on my control
355
00:13:51,766 --> 00:13:53,666
to make it a little bit easier to animate
356
00:13:53,666 --> 00:13:55,800
so if I select the channels I don't want
357
00:13:55,800 --> 00:13:58,366
I can then go to lock and hide selected
358
00:13:58,500 --> 00:14:01,200
and now the animator can't play with them
359
00:14:02,700 --> 00:14:05,000
let's add one last deformat to this setup
360
00:14:05,200 --> 00:14:06,200
select your Geo
361
00:14:06,200 --> 00:14:08,700
go to deform nonlinear
362
00:14:08,900 --> 00:14:10,466
this time we'll select
363
00:14:10,500 --> 00:14:11,366
squash
364
00:14:11,700 --> 00:14:13,600
so we have now
365
00:14:13,700 --> 00:14:16,366
the capability to do some squash and stretch
366
00:14:16,866 --> 00:14:19,400
let's move this down to the origin just like we did
367
00:14:19,400 --> 00:14:22,900
with the bend handles by pressing X
368
00:14:23,200 --> 00:14:26,733
and we'll change the low bound to 0 and high bound to 2
369
00:14:27,300 --> 00:14:30,500
and now it will squash and stretch from the base
370
00:14:31,300 --> 00:14:34,366
let's go ahead and add our squash handle
371
00:14:34,933 --> 00:14:36,533
as the driven object
372
00:14:37,166 --> 00:14:39,500
and we'll want to drive the
373
00:14:39,500 --> 00:14:41,866
factor with translate y
374
00:14:41,966 --> 00:14:44,700
so go ahead and set a key here
375
00:14:45,300 --> 00:14:48,000
now if I go into my side view
376
00:14:48,566 --> 00:14:51,100
let's see what the factor of one looks like
377
00:14:51,100 --> 00:14:53,000
so let's bring it up to 1
378
00:14:53,300 --> 00:14:56,100
and we want our control to sit about here
379
00:14:56,100 --> 00:14:57,300
so if I move it there
380
00:14:57,300 --> 00:14:59,000
it's going to snap off but that's okay
381
00:14:59,000 --> 00:15:00,333
I just want to figure out
382
00:15:00,800 --> 00:15:02,200
where to put my control
383
00:15:03,100 --> 00:15:05,266
so now I go ahead and set that factor again
384
00:15:06,400 --> 00:15:08,200
and set a keyframe
385
00:15:09,133 --> 00:15:10,366
now we go down
386
00:15:10,766 --> 00:15:14,700
and let's see what a factor of negative one looks like
387
00:15:15,900 --> 00:15:20,266
so I bring my control down to here and we'll set this
388
00:15:21,200 --> 00:15:23,100
factor to negative one again
389
00:15:24,066 --> 00:15:25,700
and hit a keyframe
390
00:15:25,800 --> 00:15:26,600
now
391
00:15:27,166 --> 00:15:28,333
I move up and down
392
00:15:28,466 --> 00:15:29,866
I get some squash
393
00:15:30,133 --> 00:15:31,366
set this to 0
394
00:15:32,500 --> 00:15:34,400
we're done setting driven keys for now
395
00:15:34,400 --> 00:15:36,500
so let's go ahead and close this
396
00:15:37,133 --> 00:15:38,966
do a quick check on your animation
397
00:15:38,966 --> 00:15:41,100
if your set driven keyframes have any
398
00:15:41,100 --> 00:15:42,400
ease in or ease out
399
00:15:42,400 --> 00:15:43,933
we'll want to change that
400
00:15:44,766 --> 00:15:45,600
select them
401
00:15:45,600 --> 00:15:47,733
go into the graph editor
402
00:15:48,566 --> 00:15:50,733
and select all your keys
403
00:15:51,266 --> 00:15:53,933
and click on this icon to set them to linear
404
00:15:54,333 --> 00:15:56,000
animators prefer to be in
405
00:15:56,000 --> 00:15:57,866
control of the E's in and ease out
406
00:15:57,866 --> 00:16:00,666
and they won't be accessing our sub driven keys
407
00:16:00,666 --> 00:16:02,866
in the bottom right hand corner of your screen
408
00:16:02,866 --> 00:16:04,366
select your preferences
409
00:16:04,466 --> 00:16:06,133
go to animation settings
410
00:16:06,133 --> 00:16:08,566
and change your tangents to be linear
411
00:16:08,566 --> 00:16:11,700
by default that way when you create a set driven key
412
00:16:11,700 --> 00:16:12,933
it's always linear
413
00:16:13,366 --> 00:16:16,300
let's go ahead and set some transform limits for our
414
00:16:16,300 --> 00:16:17,566
new attributes
415
00:16:18,200 --> 00:16:21,400
so translate y we know can go to negative 3
416
00:16:22,133 --> 00:16:24,400
and positive six
417
00:16:24,933 --> 00:16:27,366
and our rotate y negative 360
418
00:16:28,400 --> 00:16:30,066
and positive 360
419
00:16:30,300 --> 00:16:32,466
let's take a look at what happens when we move our
420
00:16:32,466 --> 00:16:33,266
control
421
00:16:33,466 --> 00:16:34,300
in conjunction
422
00:16:34,300 --> 00:16:35,566
width translate y
423
00:16:36,366 --> 00:16:37,800
doing some weird stuff again
424
00:16:37,800 --> 00:16:40,200
so let's change the deformation order
425
00:16:40,500 --> 00:16:42,800
and we'll put our squash up front
426
00:16:43,000 --> 00:16:45,866
so the squash is the first thing that happens now
427
00:16:47,166 --> 00:16:48,900
to move this now
428
00:16:49,366 --> 00:16:50,733
it squashes
429
00:16:51,500 --> 00:16:53,500
or stretches before we
430
00:16:53,566 --> 00:16:55,933
bend I may have lied when I said
431
00:16:55,933 --> 00:16:57,866
we're done setting drawing keys
432
00:16:58,000 --> 00:16:58,900
you notice
433
00:16:58,900 --> 00:17:01,566
when I stretch all the way up and bend forward
434
00:17:01,900 --> 00:17:02,366
our
435
00:17:02,366 --> 00:17:05,600
bend handle doesn't go all the way through our object
436
00:17:05,600 --> 00:17:07,300
so we'll want to increase that
437
00:17:07,600 --> 00:17:10,100
there's one of two ways we could drive this
438
00:17:10,600 --> 00:17:12,933
one thing we could do is drive it with our
439
00:17:13,000 --> 00:17:13,800
control
440
00:17:13,900 --> 00:17:17,133
or we could actually drive it with the squash height
441
00:17:17,266 --> 00:17:19,400
directly from the deformer itself
442
00:17:20,200 --> 00:17:21,166
so we'll do that
443
00:17:21,333 --> 00:17:24,133
let's also load in our bend handles
444
00:17:24,133 --> 00:17:26,333
and using the factor of the squash
445
00:17:26,333 --> 00:17:29,100
we'll drive the high bounds of both our bends
446
00:17:29,100 --> 00:17:30,333
so we'll set a key there
447
00:17:30,700 --> 00:17:31,533
bring it up
448
00:17:32,066 --> 00:17:33,900
and set our high bound to 4
449
00:17:34,766 --> 00:17:36,300
and we'll key that
450
00:17:36,933 --> 00:17:38,800
and then bring it all the way down
451
00:17:38,866 --> 00:17:42,200
and set a key at a high bound of value one
452
00:17:44,300 --> 00:17:46,533
there are two more things about this setup that are not
453
00:17:46,533 --> 00:17:48,133
completely satisfied with
454
00:17:48,566 --> 00:17:52,666
one is if we stretch all the way up and bend forward
455
00:17:52,866 --> 00:17:55,400
our object goes past the ground plane
456
00:17:55,400 --> 00:17:58,200
I would kind of like that to stop so it only
457
00:17:58,400 --> 00:18:01,700
goes to a degree of 180 instead of 360
458
00:18:02,200 --> 00:18:05,266
the other thing is that when we squash all the way down
459
00:18:05,666 --> 00:18:09,000
we get some crashing Geo and I don't like that either
460
00:18:09,133 --> 00:18:12,733
we can fix this by creating a more complex node network
461
00:18:12,800 --> 00:18:13,900
before we do that
462
00:18:13,900 --> 00:18:15,400
let's move on to the next lesson
463
00:18:15,400 --> 00:18:17,400
where we'll discuss the difference between pre
464
00:18:17,400 --> 00:18:19,500
and post deformation blend shapes
465
00:18:19,600 --> 00:18:21,666
thanks for watching and I'll see you over there
466
00:18:21,866 --> 00:18:22,666
hey everyone
467
00:18:22,700 --> 00:18:23,566
in this lesson
468
00:18:23,566 --> 00:18:25,533
we'll take a look at what happened when we add
469
00:18:25,533 --> 00:18:27,300
blend shapes to our block rig
470
00:18:27,533 --> 00:18:28,266
we'll look at pre
471
00:18:28,266 --> 00:18:29,300
and post information
472
00:18:29,300 --> 00:18:30,533
blend shapes and talk about
473
00:18:30,533 --> 00:18:32,000
different ways we could use them
474
00:18:32,133 --> 00:18:34,100
before we start adding blend shape targets
475
00:18:34,100 --> 00:18:36,933
let's actually make some blend shapable geometry
476
00:18:37,133 --> 00:18:37,800
to do this
477
00:18:37,800 --> 00:18:39,200
I'm going to show you a couple fun
478
00:18:39,200 --> 00:18:40,566
deformers along the way
479
00:18:41,100 --> 00:18:42,166
I'll speed through this part
480
00:18:42,166 --> 00:18:43,766
but basically I'm just gonna create
481
00:18:43,866 --> 00:18:46,333
two spheres I'm gonna combine them
482
00:18:46,400 --> 00:18:48,300
I'm gonna remove some pieces and then
483
00:18:48,400 --> 00:18:51,300
bridge these edges together so that we get a nice
484
00:18:51,300 --> 00:18:52,366
rounded shape
485
00:18:52,600 --> 00:18:54,933
and this is essentially what we want to use as our
486
00:18:54,933 --> 00:18:55,366
target
487
00:18:55,366 --> 00:18:57,566
but watch what happens when I create a blend shape
488
00:18:57,566 --> 00:18:59,700
from our target Geo to the mesh
489
00:18:59,733 --> 00:19:01,400
it won't let us because
490
00:19:01,800 --> 00:19:03,200
the topology is different
491
00:19:03,200 --> 00:19:05,466
so what I'll do now is duplicate our mesh
492
00:19:05,466 --> 00:19:07,600
and use this as the target Geo
493
00:19:07,766 --> 00:19:10,300
but we want it to look like our pill shaped object
494
00:19:10,300 --> 00:19:11,500
so how can we do that
495
00:19:11,500 --> 00:19:12,666
I'm going to start out by
496
00:19:12,700 --> 00:19:14,766
scaling this down just a little bit
497
00:19:14,966 --> 00:19:15,933
and then
498
00:19:16,466 --> 00:19:18,600
what we want to do is use a shrink wrap deformer
499
00:19:18,600 --> 00:19:20,266
so select your target
500
00:19:20,266 --> 00:19:23,533
and then select the shape you want to shrink wrap to
501
00:19:23,600 --> 00:19:25,466
just going to rename this real quick
502
00:19:25,466 --> 00:19:27,966
so again for shrink wrap you select the driven object
503
00:19:28,000 --> 00:19:28,933
then the driver
504
00:19:29,000 --> 00:19:30,866
go up to the deform menu
505
00:19:31,266 --> 00:19:32,733
select your shrink wrap
506
00:19:32,900 --> 00:19:34,400
we'll just want to change a couple settings
507
00:19:34,400 --> 00:19:37,900
so let's use the projection method closest point
508
00:19:37,900 --> 00:19:40,066
so our target points go to the
509
00:19:40,066 --> 00:19:42,333
closest point on our rounded object
510
00:19:42,566 --> 00:19:45,300
and then let's also smooth this out a little bit
511
00:19:45,700 --> 00:19:47,733
so if we set this to 4
512
00:19:47,866 --> 00:19:49,100
I wouldn't go past 4
513
00:19:49,100 --> 00:19:50,333
because you could think of it as like
514
00:19:50,333 --> 00:19:51,566
a subdivision level
515
00:19:51,566 --> 00:19:53,966
and that would just get very slow very quickly
516
00:19:53,966 --> 00:19:55,333
with our envelope set to 0
517
00:19:55,400 --> 00:19:57,800
go ahead and apply a delta mush deformer
518
00:19:57,966 --> 00:19:59,333
this tries to maintain the
519
00:19:59,333 --> 00:20:00,500
object's original
520
00:20:00,500 --> 00:20:02,600
shape when the delta mush was applied
521
00:20:02,600 --> 00:20:05,733
to get around that turn on inward gun straight
522
00:20:05,966 --> 00:20:07,100
and then crank up your
523
00:20:07,100 --> 00:20:09,933
smoothing iterations to evenly distribute
524
00:20:09,933 --> 00:20:12,500
our edges now that we have a nice smooth object
525
00:20:12,500 --> 00:20:15,066
we can go ahead and delete our history
526
00:20:15,366 --> 00:20:16,966
and we can also remove the build
527
00:20:16,966 --> 00:20:19,200
geometry as we'll no longer be needing it
528
00:20:19,200 --> 00:20:21,100
we're now ready to create our blunt shape
529
00:20:21,266 --> 00:20:22,466
first select your target
530
00:20:22,500 --> 00:20:24,300
then the object you want to deform
531
00:20:24,366 --> 00:20:25,600
go to deform
532
00:20:26,100 --> 00:20:28,800
blend shape and we'll go to the option box here
533
00:20:29,466 --> 00:20:30,933
in Advanced Settings
534
00:20:31,366 --> 00:20:33,800
choose pre deformation and hit create
535
00:20:34,600 --> 00:20:35,866
and you can just say no
536
00:20:35,866 --> 00:20:38,900
we do not want to use post deformation order instead
537
00:20:39,533 --> 00:20:41,266
if we look here in the channel box
538
00:20:41,466 --> 00:20:42,333
we can see that our
539
00:20:42,333 --> 00:20:44,933
blunt shape is applied to the front of the chain
540
00:20:45,166 --> 00:20:45,800
and we can
541
00:20:45,800 --> 00:20:48,333
activate our target if we select it in that middle
542
00:20:48,333 --> 00:20:51,366
mouse drag now if we move our controller around
543
00:20:51,366 --> 00:20:52,733
we can see the effects of the
544
00:20:52,733 --> 00:20:54,533
blend shape are being evaluated
545
00:20:54,533 --> 00:20:57,700
before our fun little twist and squash and stretch
546
00:20:58,266 --> 00:21:00,900
I did just notice one thing on this twist however
547
00:21:01,166 --> 00:21:04,333
looks like our twist is being applied after our squash
548
00:21:04,333 --> 00:21:06,566
so let's just go ahead and move this up one
549
00:21:07,333 --> 00:21:08,133
now
550
00:21:08,333 --> 00:21:09,133
the
551
00:21:09,400 --> 00:21:11,933
controls rotation will get the full effective twists
552
00:21:11,933 --> 00:21:14,166
no matter what the squash value is
553
00:21:16,000 --> 00:21:18,733
because this blend shape still exists in our scene
554
00:21:18,766 --> 00:21:21,300
we can modify the points to change the target
555
00:21:21,300 --> 00:21:24,800
and you can see it is reflected on our geometry here
556
00:21:25,500 --> 00:21:27,566
and it retains this shape change
557
00:21:27,800 --> 00:21:28,900
I also want to mention
558
00:21:28,900 --> 00:21:31,733
that I have transformations on my target geometry
559
00:21:32,066 --> 00:21:33,300
if I were to freeze them
560
00:21:33,300 --> 00:21:35,300
that would essentially offset my
561
00:21:35,400 --> 00:21:36,500
point information
562
00:21:36,666 --> 00:21:39,666
to the value of what my transform was ineffect
563
00:21:39,666 --> 00:21:41,333
that would offset our mesh as well
564
00:21:41,333 --> 00:21:42,366
and we don't want that
565
00:21:42,366 --> 00:21:44,366
I also want to point out that you can paint
566
00:21:44,366 --> 00:21:46,066
weights on your blend shape target
567
00:21:46,066 --> 00:21:47,366
so if we go down to paint
568
00:21:47,400 --> 00:21:49,700
blend shape go to your blend shape
569
00:21:49,700 --> 00:21:51,733
now select the target you want to paint
570
00:21:51,933 --> 00:21:52,566
and
571
00:21:52,566 --> 00:21:54,733
I'm just going to replace some of the weights and then
572
00:21:54,733 --> 00:21:56,066
smooth them back out
573
00:21:56,266 --> 00:21:57,500
now we've removed
574
00:21:57,500 --> 00:22:00,333
the top part of the blend shape from our block
575
00:22:01,500 --> 00:22:03,133
let's duplicate our target
576
00:22:03,133 --> 00:22:05,366
and make a post deformer blend shape
577
00:22:06,500 --> 00:22:08,266
first I'm just going to turn off
578
00:22:08,733 --> 00:22:09,533
our
579
00:22:09,600 --> 00:22:12,266
pre deformer blend shape by removing the envelope
580
00:22:12,266 --> 00:22:13,600
so we have our cube again
581
00:22:13,966 --> 00:22:16,100
and then I'll select our new target
582
00:22:16,100 --> 00:22:18,600
and then shift select our geometry
583
00:22:18,600 --> 00:22:21,133
go to Deform Blend Shape option box
584
00:22:21,533 --> 00:22:22,500
go to advance
585
00:22:22,500 --> 00:22:25,166
and we'll say post a formation and hit create
586
00:22:25,866 --> 00:22:27,366
now if we were to take our
587
00:22:27,366 --> 00:22:29,766
control and deform this geometry sum
588
00:22:30,366 --> 00:22:32,866
then we want to apply our new blend shape
589
00:22:32,866 --> 00:22:35,066
it's going to overwrite everything
590
00:22:35,933 --> 00:22:37,600
leaving only the target
591
00:22:37,766 --> 00:22:38,933
a good standard for
592
00:22:38,933 --> 00:22:41,500
blend shapes would be to think of predeformation shapes
593
00:22:41,500 --> 00:22:43,800
as facial blend shapes and post deformation
594
00:22:43,800 --> 00:22:45,933
as corrective shapes or shot sculpts
595
00:22:46,333 --> 00:22:47,333
in the next lesson
596
00:22:47,333 --> 00:22:49,500
we'll take a look at how we can advance our no network
597
00:22:49,500 --> 00:22:50,133
skills by
598
00:22:50,133 --> 00:22:52,500
cleaning up some of the functionality in this rig
599
00:22:52,900 --> 00:22:55,266
thanks for watching and I'll see you in the next lesson
600
00:22:55,733 --> 00:22:57,166
hey everyone welcome back
601
00:22:57,166 --> 00:22:57,866
in this lesson
602
00:22:57,866 --> 00:22:59,866
we'll learn how we can modify our node network
603
00:22:59,866 --> 00:23:02,166
to improve the functionality in this rig
604
00:23:02,166 --> 00:23:03,866
if you recall from the third lesson
605
00:23:03,866 --> 00:23:05,866
I wasn't completely satisfied with the way
606
00:23:05,866 --> 00:23:06,966
this is functioning
607
00:23:07,200 --> 00:23:09,600
right now it's bending past our ground plane
608
00:23:09,600 --> 00:23:11,133
and it's squashing too far
609
00:23:11,133 --> 00:23:11,800
select the front
610
00:23:11,800 --> 00:23:12,733
and back bend handle
611
00:23:12,733 --> 00:23:15,133
and graph the input and output connections
612
00:23:15,133 --> 00:23:16,300
with no nodes selected
613
00:23:16,300 --> 00:23:18,133
press P this pins your nodes
614
00:23:18,133 --> 00:23:20,100
preventing them from moving around automatically
615
00:23:20,100 --> 00:23:21,733
when we start to make connections
616
00:23:21,800 --> 00:23:23,933
I'll also select some nodes that I don't want to see
617
00:23:23,933 --> 00:23:25,300
and remove them from my grasp
618
00:23:25,300 --> 00:23:27,533
by clicking this icon with the minus sign
619
00:23:27,766 --> 00:23:30,066
then I'll space out my remaining nodes here
620
00:23:30,566 --> 00:23:33,133
when we bend the block forward and stretch upwards
621
00:23:33,133 --> 00:23:36,000
I want the curvature to be half as much
622
00:23:36,333 --> 00:23:37,000
to do this
623
00:23:37,000 --> 00:23:39,933
will need to remap the output of our set driven key
624
00:23:40,933 --> 00:23:44,000
we can do this by creating a set range node
625
00:23:44,566 --> 00:23:47,066
let's connect the translate y from our control
626
00:23:47,333 --> 00:23:50,700
into the first value value x on our set range
627
00:23:51,266 --> 00:23:53,466
this is the value that we'll want to remap
628
00:23:53,800 --> 00:23:55,333
we know a y value of
629
00:23:55,400 --> 00:23:57,600
0 to 6 controls our stretch
630
00:23:57,600 --> 00:23:58,700
so let's change
631
00:23:58,700 --> 00:24:01,533
our old min and max to 0 and 6
632
00:24:01,900 --> 00:24:03,466
basically what we want to do
633
00:24:03,466 --> 00:24:06,366
is take our curvature and divide it by 2
634
00:24:06,966 --> 00:24:09,400
so we'll create a multiply divide node and connect our
635
00:24:09,400 --> 00:24:11,666
curvature to the input 1 x
636
00:24:11,900 --> 00:24:14,500
and we'll set input 2 x to 2
637
00:24:15,200 --> 00:24:16,400
we'll also want to make sure our
638
00:24:16,400 --> 00:24:18,100
operation is set to divide
639
00:24:18,466 --> 00:24:21,166
now if we were to connect this into the curvature
640
00:24:21,166 --> 00:24:22,333
it would take our
641
00:24:22,466 --> 00:24:24,466
setriven key and divided by two
642
00:24:25,000 --> 00:24:27,600
now our curvature is half of our subtrab and key value
643
00:24:27,600 --> 00:24:29,466
but this isn't exactly what we want
644
00:24:29,666 --> 00:24:32,800
we only want to divide by 2 when translate y is at 6
645
00:24:32,800 --> 00:24:34,466
we don't want to divide our curvature
646
00:24:34,466 --> 00:24:35,700
when there is no stretch
647
00:24:35,700 --> 00:24:37,066
or y equals 0
648
00:24:37,366 --> 00:24:39,533
I'm going to pin these nodes and rearrange a little bit
649
00:24:39,533 --> 00:24:40,333
here
650
00:24:41,366 --> 00:24:42,766
let's set our new min
651
00:24:42,766 --> 00:24:46,200
x to 1 and our max x to 2
652
00:24:46,566 --> 00:24:48,566
now when y equals 0
653
00:24:48,600 --> 00:24:52,600
our node outputs 1 and when y equals 6 it outputs 2
654
00:24:52,733 --> 00:24:54,966
connect the outvalue x into input 2
655
00:24:54,966 --> 00:24:56,666
x on our multiply divide node
656
00:24:56,866 --> 00:24:57,400
awesome
657
00:24:57,400 --> 00:25:00,300
now our setup won't pass the ground when we stretch
658
00:25:00,300 --> 00:25:01,600
but what about the squash
659
00:25:01,733 --> 00:25:04,066
again we'll want to divide our curvature by 2
660
00:25:04,066 --> 00:25:06,366
but this time we'll drive it by a range of values that
661
00:25:06,366 --> 00:25:07,500
control the squash
662
00:25:07,733 --> 00:25:09,066
it gets a little trickier here
663
00:25:09,066 --> 00:25:11,133
because our squash range is different than our stretch
664
00:25:11,133 --> 00:25:11,866
range
665
00:25:11,866 --> 00:25:14,800
stretches from 0 to 6 and squash is 0 to negative 3
666
00:25:14,800 --> 00:25:15,600
we'll need to keep
667
00:25:15,800 --> 00:25:18,066
0 as our old min and set max to 3
668
00:25:18,133 --> 00:25:20,200
because our max cannot be a negative value
669
00:25:20,366 --> 00:25:22,366
I set the new mini max to 1 and 2
670
00:25:22,366 --> 00:25:23,900
just like we did for stretch
671
00:25:24,166 --> 00:25:26,100
to keep our squash values from being negative
672
00:25:26,100 --> 00:25:27,933
we could just multiply by negative 1
673
00:25:28,166 --> 00:25:29,700
but I want to show you this little trick
674
00:25:29,700 --> 00:25:31,866
to get the absolute or a non negative value
675
00:25:31,866 --> 00:25:33,000
you'll need to create
676
00:25:33,000 --> 00:25:34,666
two multiply divide nodes
677
00:25:34,666 --> 00:25:36,366
for the first we'll raise our
678
00:25:36,466 --> 00:25:39,466
translate y to the power of 2 or square the number
679
00:25:39,666 --> 00:25:41,066
now it's positive value
680
00:25:41,400 --> 00:25:43,300
make sure the operation is set to power
681
00:25:43,300 --> 00:25:45,066
for both multiply divide nodes
682
00:25:45,066 --> 00:25:47,366
let's then connect the output from our first
683
00:25:47,366 --> 00:25:48,666
multiply divide node
684
00:25:48,666 --> 00:25:50,966
into the first input on our second one
685
00:25:51,166 --> 00:25:51,866
for the second
686
00:25:51,866 --> 00:25:55,300
we'll raise to the power of 0.5 to get the square root
687
00:25:55,466 --> 00:25:57,766
now we can connect the output from our square root
688
00:25:57,766 --> 00:25:59,466
into the set range value Y
689
00:26:00,266 --> 00:26:03,200
be sure to connect the output of our multiplied divide
690
00:26:03,200 --> 00:26:05,766
that has the absolute value we just created
691
00:26:08,166 --> 00:26:10,266
now let's connect the out value y
692
00:26:10,300 --> 00:26:13,133
into our input 2 I of the multiply divide node
693
00:26:13,133 --> 00:26:15,066
we also want to connect our curvature
694
00:26:15,300 --> 00:26:16,866
into the input 1 y
695
00:26:17,533 --> 00:26:19,800
I'm just going to also pin these nodes while I'm here
696
00:26:20,000 --> 00:26:22,500
now our multiply divide node has two connections
697
00:26:22,500 --> 00:26:23,966
and we know that the output
698
00:26:24,000 --> 00:26:26,666
X is working for our stretch
699
00:26:27,400 --> 00:26:28,866
but what about our squash
700
00:26:28,966 --> 00:26:30,800
if we connect our output y
701
00:26:31,000 --> 00:26:32,100
into the curvature
702
00:26:32,533 --> 00:26:33,966
that's what we want to see
703
00:26:34,100 --> 00:26:35,900
so now our squash is working
704
00:26:36,300 --> 00:26:38,466
but if I try and do stretch again it's
705
00:26:38,500 --> 00:26:40,300
not really working how it should be
706
00:26:41,166 --> 00:26:44,100
so how do we fix this how can we use both the values
707
00:26:44,366 --> 00:26:46,466
well we need to create a condition node
708
00:26:46,466 --> 00:26:48,466
so if we go here and type in condition
709
00:26:48,533 --> 00:26:49,900
we can create our node
710
00:26:50,666 --> 00:26:52,266
this allows us to compare two values
711
00:26:52,266 --> 00:26:54,300
using the first and second term
712
00:26:54,533 --> 00:26:57,166
we'll want to compare our controls translate y
713
00:26:57,266 --> 00:26:59,933
to 0 to see if it's positive or negative
714
00:27:00,100 --> 00:27:01,900
so we'll connect that to our first term
715
00:27:02,100 --> 00:27:04,333
and change the operation to greater than
716
00:27:04,766 --> 00:27:06,666
now if y is greater than 0
717
00:27:06,700 --> 00:27:08,666
we'll want to use our output X
718
00:27:08,733 --> 00:27:11,200
so connect that into color if true R
719
00:27:11,333 --> 00:27:14,600
and connect output y into color if false R
720
00:27:15,066 --> 00:27:17,466
then go ahead and connect the Outcolor R
721
00:27:17,700 --> 00:27:19,600
into our bends curvature
722
00:27:22,766 --> 00:27:24,333
also go ahead and delete this
723
00:27:24,333 --> 00:27:27,333
extra unit conversion node as we're no longer using it
724
00:27:27,966 --> 00:27:28,766
now look at that
725
00:27:28,766 --> 00:27:31,500
our setup works for both squash and stretch
726
00:27:31,766 --> 00:27:32,766
why don't you take a second
727
00:27:32,766 --> 00:27:34,933
to try and do this for the left and right
728
00:27:34,966 --> 00:27:35,766
side
729
00:27:38,966 --> 00:27:40,066
here's a little hint
730
00:27:40,133 --> 00:27:41,300
we only need to create
731
00:27:41,300 --> 00:27:42,766
another multiplay divide node
732
00:27:42,766 --> 00:27:44,300
and another condition node
733
00:27:44,466 --> 00:27:46,266
we can leave these the same
734
00:27:46,466 --> 00:27:49,500
and instead of using the front and back set driven key
735
00:27:49,500 --> 00:27:51,200
we'll use the left and right
736
00:27:51,333 --> 00:27:53,166
set driven key for extra points
737
00:27:53,166 --> 00:27:55,300
you can go ahead and add some attributes to
738
00:27:55,300 --> 00:27:56,800
control the shape of this object
739
00:27:57,100 --> 00:27:59,966
maybe add some attributes for the start
740
00:27:59,966 --> 00:28:01,766
smoothness and end smoothness to
741
00:28:01,766 --> 00:28:02,733
change the shape here
742
00:28:03,366 --> 00:28:05,666
or maybe even just add attribute for the blind shape
743
00:28:05,666 --> 00:28:06,766
so you can turn that on and off
744
00:28:06,766 --> 00:28:08,533
and we can get this nice random shape
745
00:28:08,866 --> 00:28:11,933
and these points I speak of are pretty much fictitious
746
00:28:11,933 --> 00:28:13,666
so go ahead and do it just for fun
747
00:28:14,766 --> 00:28:16,933
all right that concludes this lesson
748
00:28:16,966 --> 00:28:17,733
in the next one
749
00:28:17,733 --> 00:28:20,100
we'll take a look at how we can use a lattice to
750
00:28:20,100 --> 00:28:22,533
control the squash on our bike's tires
751
00:28:22,800 --> 00:28:23,700
see you over there
752
00:28:25,266 --> 00:28:25,866
hey what's up
753
00:28:25,866 --> 00:28:27,933
welcome to the final lesson in this chapter
754
00:28:27,933 --> 00:28:29,966
in this one we'll take a look at lattice deformers
755
00:28:29,966 --> 00:28:31,533
and how we can use them to drive the
756
00:28:31,533 --> 00:28:33,366
squash on our bikes tires
757
00:28:33,366 --> 00:28:33,800
but first
758
00:28:33,800 --> 00:28:36,166
I'll show you a very simple example on a sphere
759
00:28:36,466 --> 00:28:37,733
so if we create our sphere
760
00:28:37,966 --> 00:28:40,166
we can go up to deform and create a lattice
761
00:28:40,166 --> 00:28:41,266
in the deform menu
762
00:28:41,300 --> 00:28:43,166
lattices can be used to deform a mesh
763
00:28:43,166 --> 00:28:45,066
by moving around these lattice points
764
00:28:45,066 --> 00:28:46,200
you can increase the division
765
00:28:46,200 --> 00:28:48,066
to get a more detailed lattice
766
00:28:48,266 --> 00:28:49,866
I use these all the time when modeling
767
00:28:49,866 --> 00:28:50,900
it makes it easy to get
768
00:28:50,900 --> 00:28:53,400
clean deformations on a high resolution mesh
769
00:28:53,733 --> 00:28:55,100
but the fun doesn't end there
770
00:28:55,100 --> 00:28:56,600
lattices are unique deformer
771
00:28:56,600 --> 00:28:58,200
because you can actually deform them
772
00:28:58,200 --> 00:28:59,566
with other deformers
773
00:28:59,566 --> 00:29:00,866
even a skin cluster
774
00:29:01,800 --> 00:29:03,766
let's go ahead and open up our bike rig
775
00:29:03,766 --> 00:29:05,366
from the end of Chapter 2
776
00:29:06,366 --> 00:29:08,600
first thing we want to do is select our tire
777
00:29:08,800 --> 00:29:11,066
and go to deform lattice
778
00:29:11,066 --> 00:29:12,733
now we have a lattice and we can move
779
00:29:12,733 --> 00:29:13,533
these points around
780
00:29:13,533 --> 00:29:14,700
to deform our tire
781
00:29:14,733 --> 00:29:17,200
select the lattice and lattice base in that liner
782
00:29:17,200 --> 00:29:19,566
press shift I to isolate select right click
783
00:29:19,666 --> 00:29:22,100
go to lattice points and then select the top row
784
00:29:22,133 --> 00:29:24,066
then create a cluster deformer
785
00:29:24,400 --> 00:29:27,600
select each lattice object press d to enter pivot mode
786
00:29:27,600 --> 00:29:28,400
then hold V
787
00:29:28,400 --> 00:29:30,900
to snap your pivot to the cluster you just created
788
00:29:30,900 --> 00:29:32,733
you can go ahead and delete this cluster now
789
00:29:32,733 --> 00:29:34,333
as we only created it to find the
790
00:29:34,333 --> 00:29:35,800
center of the top row next
791
00:29:35,800 --> 00:29:37,366
let's go into an orthographic view
792
00:29:37,366 --> 00:29:38,566
and move our lattice dipormer
793
00:29:38,566 --> 00:29:40,866
down to the area of the bike we want to squash
794
00:29:40,866 --> 00:29:42,466
make sure it sits below the rim
795
00:29:42,733 --> 00:29:43,566
if I kiss this bite
796
00:29:43,566 --> 00:29:45,766
you can actually just hold X and snap to the grid
797
00:29:45,766 --> 00:29:47,100
one unit above the ground
798
00:29:47,266 --> 00:29:48,533
I didn't plan this to be one unit
799
00:29:48,533 --> 00:29:50,000
but it actually works out quite nicely
800
00:29:50,000 --> 00:29:51,066
as you'll soon see
801
00:29:51,300 --> 00:29:52,966
now go ahead and scale the lattice
802
00:29:52,966 --> 00:29:55,700
so that the top two rows contain the tire Geo
803
00:29:56,166 --> 00:29:56,666
notice that
804
00:29:56,666 --> 00:29:58,800
I'm applying transformations on both the lattice
805
00:29:58,800 --> 00:30:00,133
and the lattice base
806
00:30:00,133 --> 00:30:01,400
if you don't move these together
807
00:30:01,466 --> 00:30:02,966
your geometry will be deformed
808
00:30:02,966 --> 00:30:04,133
and we don't want that yet
809
00:30:04,666 --> 00:30:06,166
in my orthographic views
810
00:30:06,166 --> 00:30:08,066
I'm going to sculpt my lattice points
811
00:30:08,066 --> 00:30:10,366
so that it looks like my tire is squashing
812
00:30:10,700 --> 00:30:11,966
most of this deformation
813
00:30:11,966 --> 00:30:14,533
will come from the top two rows of my lattice
814
00:30:16,300 --> 00:30:16,466
I'm
815
00:30:16,466 --> 00:30:19,200
creating a locator to use as a visual representation
816
00:30:19,200 --> 00:30:20,266
for a half unit
817
00:30:20,566 --> 00:30:21,566
so I'll move this over
818
00:30:21,566 --> 00:30:23,533
and set translate y to point five
819
00:30:23,766 --> 00:30:27,100
I'm using one unit for my tire deformable area length
820
00:30:27,133 --> 00:30:28,933
and half a unit for the squash length
821
00:30:28,933 --> 00:30:30,566
because we'll need to do some counter animation
822
00:30:30,566 --> 00:30:31,566
to make a believable
823
00:30:31,566 --> 00:30:32,566
ground contact
824
00:30:32,700 --> 00:30:35,000
these values just make it easier to do
825
00:30:36,066 --> 00:30:38,133
now if you select the lattice and base together
826
00:30:38,200 --> 00:30:39,500
and move them up and down
827
00:30:39,766 --> 00:30:41,166
you can start to see what our tire
828
00:30:41,166 --> 00:30:43,333
squash deformation is going to look like
829
00:30:44,366 --> 00:30:44,866
go back
830
00:30:44,866 --> 00:30:47,600
into an orthographic view and move the lattices back
831
00:30:47,600 --> 00:30:49,066
down to the ground plane
832
00:30:49,066 --> 00:30:51,300
by holding X to snap to grid
833
00:30:51,766 --> 00:30:54,166
then press Ctrl G to group them together
834
00:30:54,666 --> 00:30:55,400
I'd like to move the
835
00:30:55,400 --> 00:30:57,700
group's pivot to the center of the top row
836
00:30:58,066 --> 00:30:59,933
to do this I'll create another cluster
837
00:30:59,933 --> 00:31:02,333
just to help us find the correct center location
838
00:31:02,866 --> 00:31:04,733
I'll snap this locator here as well
839
00:31:04,900 --> 00:31:07,333
as we'll want to use it for measuring the distance
840
00:31:07,333 --> 00:31:08,500
with nothing selected
841
00:31:08,500 --> 00:31:11,000
press shift I to return from isolate selected
842
00:31:11,366 --> 00:31:13,133
then select your group and locator
843
00:31:13,133 --> 00:31:15,066
press shift I again to isolate them
844
00:31:15,200 --> 00:31:17,900
now snap the group's pivot to the locator
845
00:31:18,466 --> 00:31:20,800
just go ahead and rename my group here
846
00:31:21,666 --> 00:31:26,066
and then we'll rename this locator to C Back Tire
847
00:31:26,400 --> 00:31:28,533
Start Locator
848
00:31:29,133 --> 00:31:31,566
and then I'm going to go ahead and duplicate this
849
00:31:31,866 --> 00:31:34,600
and we'll have an end locator as well
850
00:31:34,600 --> 00:31:36,000
and we can use these
851
00:31:36,000 --> 00:31:38,600
to measure the distance of our tire
852
00:31:38,600 --> 00:31:39,933
squash from the ground
853
00:31:40,100 --> 00:31:43,133
so go ahead and move the start locator up one unit
854
00:31:43,666 --> 00:31:44,733
to create our measurement
855
00:31:44,733 --> 00:31:46,333
let's open up our node editor
856
00:31:46,500 --> 00:31:48,266
first I'll add my locators by middle mouse
857
00:31:48,266 --> 00:31:49,933
dragging them into the editor
858
00:31:50,333 --> 00:31:52,800
the node I want to use is called distance between
859
00:31:53,066 --> 00:31:55,133
so press tab and start typing that name
860
00:31:55,133 --> 00:31:56,466
to create the node
861
00:31:56,666 --> 00:31:59,300
you can right click it and go to show all attributes
862
00:31:59,300 --> 00:32:01,133
to see what this node has to offer
863
00:32:01,366 --> 00:32:03,100
we will tell the locator's position
864
00:32:03,100 --> 00:32:04,800
by connecting their world matrix
865
00:32:04,800 --> 00:32:07,700
into the distance nodes in matrix 1 into
866
00:32:07,700 --> 00:32:08,700
attributes
867
00:32:10,866 --> 00:32:11,466
we'll want our
868
00:32:11,466 --> 00:32:13,800
start locator to follow the body of the bike
869
00:32:13,800 --> 00:32:14,733
so let's show our
870
00:32:14,733 --> 00:32:17,900
secondary controls and find the innermost cog control
871
00:32:18,733 --> 00:32:20,400
constrain our locator to this
872
00:32:21,400 --> 00:32:22,566
just reset my
873
00:32:22,666 --> 00:32:25,900
settings and make sure maintain offset is turned on
874
00:32:27,000 --> 00:32:28,466
using a set driven key
875
00:32:28,466 --> 00:32:30,266
let's now have our distance drive
876
00:32:30,266 --> 00:32:32,300
the lattice groups translate y
877
00:32:32,333 --> 00:32:34,533
so switch over to the animation menu set
878
00:32:34,766 --> 00:32:35,600
go to key
879
00:32:35,600 --> 00:32:37,166
Set driven key option box
880
00:32:37,566 --> 00:32:38,800
then let's load in our
881
00:32:38,800 --> 00:32:41,000
distance between node as the driver
882
00:32:41,200 --> 00:32:42,400
and scroll down to use
883
00:32:42,400 --> 00:32:44,566
distance as the driving attribute
884
00:32:44,933 --> 00:32:45,600
for the driven
885
00:32:45,600 --> 00:32:47,266
we'll load in our lattice group
886
00:32:47,400 --> 00:32:50,300
use translate y is the driven attribute and hit
887
00:32:50,300 --> 00:32:51,100
key
888
00:32:52,200 --> 00:32:54,300
we can actually just go ahead and collapse the node
889
00:32:54,300 --> 00:32:54,766
editor
890
00:32:54,766 --> 00:32:55,566
for now
891
00:32:55,966 --> 00:32:56,533
currently
892
00:32:56,533 --> 00:32:59,333
the distance between our two logators is one unit
893
00:32:59,700 --> 00:33:01,366
translate the Cod control down
894
00:33:01,500 --> 00:33:03,566
negative point five and translate y
895
00:33:04,100 --> 00:33:05,866
our distance becomes half a unit
896
00:33:06,366 --> 00:33:09,500
now set the lattice groups translate y to 0.5
897
00:33:09,533 --> 00:33:11,866
so that our tire rests on top of the ground plane
898
00:33:12,133 --> 00:33:13,366
after you set your key
899
00:33:13,366 --> 00:33:15,133
if you play with the cogs translation
900
00:33:15,133 --> 00:33:16,100
your tire appears to
901
00:33:16,100 --> 00:33:18,266
squash on contact with the ground plane
902
00:33:18,700 --> 00:33:20,933
next we can go ahead and give our squash setup a
903
00:33:20,933 --> 00:33:23,100
control and constrain it in our rig
904
00:33:23,100 --> 00:33:25,300
we'll go ahead and close the SDK menu
905
00:33:25,500 --> 00:33:26,666
go into perspective
906
00:33:26,700 --> 00:33:28,966
and create a nerves primitive circle
907
00:33:29,666 --> 00:33:31,166
set the sections to 4
908
00:33:31,500 --> 00:33:32,666
the degree to 1
909
00:33:32,766 --> 00:33:34,600
then rotate 45 degrees
910
00:33:34,600 --> 00:33:35,766
so we have a square
911
00:33:36,200 --> 00:33:40,000
resize regroup reposition then rename
912
00:33:42,366 --> 00:33:44,366
let's give this control a unique color
913
00:33:44,400 --> 00:33:47,200
by enabling drawing overrides in the Attribute Editor
914
00:33:47,800 --> 00:33:48,500
then
915
00:33:48,500 --> 00:33:51,000
let's group our end locator and lattice group together
916
00:33:51,466 --> 00:33:53,600
snap our group's pivot to the locator
917
00:33:54,000 --> 00:33:55,166
we'll rename it
918
00:33:55,300 --> 00:33:57,100
and use a parent constraint
919
00:33:57,100 --> 00:33:59,533
to have it follow along with our new control
920
00:34:01,366 --> 00:34:03,100
now we can raise and lower this
921
00:34:03,100 --> 00:34:04,933
control to get some tire squash
922
00:34:05,600 --> 00:34:08,500
now we want this control to follow along our bike
923
00:34:08,533 --> 00:34:09,666
but we don't want it to
924
00:34:09,700 --> 00:34:12,100
translate up when our bike moves up
925
00:34:12,100 --> 00:34:14,133
we want it to always remain on the ground
926
00:34:14,133 --> 00:34:16,166
no matter where our bike is in space
927
00:34:17,000 --> 00:34:19,466
so what we can do is parent constrain the
928
00:34:19,466 --> 00:34:21,133
control group to our car
929
00:34:21,500 --> 00:34:21,666
but
930
00:34:21,666 --> 00:34:23,666
we'll want to change a few of the constraint settings
931
00:34:23,666 --> 00:34:26,266
first we don't want this to orient
932
00:34:26,533 --> 00:34:28,066
or move upwards
933
00:34:28,333 --> 00:34:28,966
that said
934
00:34:28,966 --> 00:34:32,066
let's uncheck the box for rotation and translate y
935
00:34:32,333 --> 00:34:33,666
go ahead and hit apply
936
00:34:33,666 --> 00:34:36,166
and now our control follows along the bike
937
00:34:36,400 --> 00:34:37,333
on the ground
938
00:34:37,966 --> 00:34:38,766
however
939
00:34:38,766 --> 00:34:40,500
it's not orienting properly
940
00:34:40,666 --> 00:34:43,700
we want it to always be aiming towards our front tire
941
00:34:43,700 --> 00:34:45,766
but we still want it to remain flat
942
00:34:46,966 --> 00:34:49,900
let's create a locator and we'll rename this to C
943
00:34:49,900 --> 00:34:52,166
Back Tire Aim Locator
944
00:34:52,966 --> 00:34:55,133
then let's parent constrain it to our carb
945
00:34:55,366 --> 00:34:56,800
remember to reset your settings
946
00:34:56,800 --> 00:34:59,566
because we'll want to constrain it in all axes
947
00:35:00,066 --> 00:35:00,600
next
948
00:35:00,600 --> 00:35:03,566
let's create an aim constraint from our locator to our
949
00:35:03,566 --> 00:35:05,000
controls constraint group
950
00:35:05,200 --> 00:35:07,600
we'll want to turn on maintain allset
951
00:35:07,800 --> 00:35:09,266
our control is looking down
952
00:35:09,300 --> 00:35:11,300
Z towards our locator
953
00:35:11,500 --> 00:35:13,400
so we'll set the aim vector to Z
954
00:35:13,966 --> 00:35:15,666
a vector we can leave is y
955
00:35:15,700 --> 00:35:17,566
and we'll change the world up type to cnup
956
00:35:17,566 --> 00:35:19,366
which is essentially the same thing as our
957
00:35:19,366 --> 00:35:20,200
current setting
958
00:35:20,466 --> 00:35:22,966
also we only want to rotate in y
959
00:35:24,133 --> 00:35:25,066
now our control
960
00:35:25,066 --> 00:35:26,800
always aims along with our bike
961
00:35:26,800 --> 00:35:28,366
but remains flat on the ground
962
00:35:28,366 --> 00:35:30,933
while following underneath the back tire
963
00:35:33,066 --> 00:35:35,300
let's take a closer look at our decoramations
964
00:35:35,300 --> 00:35:36,400
I move up and down
965
00:35:36,400 --> 00:35:38,166
everything looks okay
966
00:35:38,400 --> 00:35:42,166
but what happens if I bank and rotate to an odd angle
967
00:35:42,500 --> 00:35:43,500
uh oh
968
00:35:44,100 --> 00:35:46,200
it looks like the edges are clipping somewhere
969
00:35:46,366 --> 00:35:47,700
to see our lattice base
970
00:35:47,700 --> 00:35:49,666
you need to select it in the outliner
971
00:35:49,700 --> 00:35:51,100
if we zoom in closely
972
00:35:51,100 --> 00:35:53,000
we can see when the tire is positioned
973
00:35:53,000 --> 00:35:54,333
outside of the base
974
00:35:54,333 --> 00:35:56,166
we get some nasty results
975
00:35:56,266 --> 00:35:58,400
simply select your lattice and base together
976
00:35:58,466 --> 00:35:59,733
and scale an X
977
00:36:00,133 --> 00:36:02,600
and now we no longer have jagged edges
978
00:36:03,566 --> 00:36:05,266
just two more things left to do now
979
00:36:05,500 --> 00:36:07,366
first let's clean up our rig
980
00:36:07,366 --> 00:36:09,933
we'll start by hiding our locators in lattice
981
00:36:10,266 --> 00:36:13,366
then I'm going to group them all together and call it C
982
00:36:13,366 --> 00:36:14,800
Tire squash group
983
00:36:15,133 --> 00:36:16,866
we compare this to our global
984
00:36:16,866 --> 00:36:17,666
control
985
00:36:17,666 --> 00:36:20,266
now the squash group is along with the bike in world
986
00:36:20,266 --> 00:36:20,700
space
987
00:36:20,700 --> 00:36:22,366
and we can offset the bike from the
988
00:36:22,366 --> 00:36:24,900
squash using any of the other controls
989
00:36:25,333 --> 00:36:28,066
the last thing we want to do is fix our global scale
990
00:36:28,333 --> 00:36:30,166
I know it's not going to work properly
991
00:36:30,566 --> 00:36:32,866
usually when you create some kind of measurement
992
00:36:32,900 --> 00:36:34,666
you'll need to compensate for this
993
00:36:34,733 --> 00:36:36,700
if I set the global scale to 50
994
00:36:36,766 --> 00:36:38,466
and look at the tire squash
995
00:36:38,466 --> 00:36:39,366
I can see that my
996
00:36:39,366 --> 00:36:42,133
control is not properly colliding with the mesh
997
00:36:42,300 --> 00:36:44,166
to fix this let's open up our node
998
00:36:44,166 --> 00:36:46,133
editor and graph the output connections at
999
00:36:46,133 --> 00:36:47,666
one of our measurement locators
1000
00:36:47,666 --> 00:36:49,500
to find the distance between node
1001
00:36:49,733 --> 00:36:51,366
let's take a look at this connection here
1002
00:36:52,333 --> 00:36:54,100
I'll create a multiply divide node
1003
00:36:54,100 --> 00:36:56,966
so that we can divide our distance by our global scale
1004
00:36:57,766 --> 00:36:59,966
connect the distance into input 1
1005
00:36:59,966 --> 00:37:00,766
x
1006
00:37:00,800 --> 00:37:03,333
let's then middle mouse drag our global control
1007
00:37:03,366 --> 00:37:04,700
into the node editor
1008
00:37:04,933 --> 00:37:08,166
and we can connect the global scale into input 2 x
1009
00:37:08,700 --> 00:37:10,100
you can connect the output
1010
00:37:10,100 --> 00:37:13,200
X into the input of our set driven keyframe
1011
00:37:13,500 --> 00:37:15,933
but be sure to set the operation to divide
1012
00:37:16,866 --> 00:37:19,066
now our squash should work as expected
1013
00:37:19,133 --> 00:37:20,300
why don't you take a little time
1014
00:37:20,300 --> 00:37:21,600
to go through these steps again
1015
00:37:21,600 --> 00:37:22,866
for the front tire
1016
00:37:23,300 --> 00:37:24,733
to see our squash in action
1017
00:37:24,800 --> 00:37:26,866
you can open up the scene from Chapter 4
1018
00:37:27,100 --> 00:37:29,000
go to File Reference Editor
1019
00:37:29,000 --> 00:37:30,600
then select the Bike Reference
1020
00:37:30,700 --> 00:37:33,066
then at the top go to Reference
1021
00:37:33,166 --> 00:37:34,466
Replace Reference
1022
00:37:34,666 --> 00:37:37,000
and navigate to where you saved your latest bike setup
1023
00:37:37,733 --> 00:37:38,933
you should see the new tire
1024
00:37:38,933 --> 00:37:40,300
controls appear in your seam
1025
00:37:40,566 --> 00:37:41,900
lower the cog slightly
1026
00:37:41,966 --> 00:37:43,166
and just like Major Tom
1027
00:37:43,166 --> 00:37:45,100
your tire should come in contact with their ground
1028
00:37:45,100 --> 00:37:48,700
control select your motion path and dial in the U value
1029
00:37:48,900 --> 00:37:50,500
make sure the squash depermission
1030
00:37:50,500 --> 00:37:52,066
stays at the base of the tire
1031
00:37:52,733 --> 00:37:54,166
and that's it we're done
1032
00:37:54,766 --> 00:37:55,600
thanks for watching
1033
00:37:55,600 --> 00:37:57,466
and I'll see you again in the next chapter
1034
00:37:57,466 --> 00:37:59,500
where we will take our first steps into the world
1035
00:37:59,500 --> 00:38:01,066
descripting in Maya
74841
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