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These are the user uploaded subtitles that are being translated: 1 00:00:02,300 --> 00:00:03,000 hey there 2 00:00:03,000 --> 00:00:05,733 welcome to chapter 5 deformers 3 00:00:06,066 --> 00:00:08,866 sorry I just get a little excited about using deformers 4 00:00:08,900 --> 00:00:09,566 they're super fun 5 00:00:09,566 --> 00:00:12,000 and can be used for a variety of different reasons 6 00:00:12,100 --> 00:00:13,900 they can be used to clean up messy edges 7 00:00:13,900 --> 00:00:15,000 minimum collisions 8 00:00:15,000 --> 00:00:17,000 or drive one piece of geometry with another 9 00:00:17,533 --> 00:00:19,466 deformers are also great for adding a little 10 00:00:19,466 --> 00:00:21,366 extra prep into an animation rig 11 00:00:21,766 --> 00:00:22,600 in this chapter 12 00:00:22,733 --> 00:00:24,133 we'll take a look at a few different 13 00:00:24,133 --> 00:00:26,766 examples on how we can use deformers effectively 14 00:00:26,766 --> 00:00:29,400 but first let me show you as many deformers as I can 15 00:00:29,400 --> 00:00:30,766 in under one minute 16 00:00:31,100 --> 00:00:31,700 you can use a 17 00:00:31,700 --> 00:00:33,000 blend shape to morph from one 18 00:00:33,000 --> 00:00:35,566 target with similar topology to the next 19 00:00:36,066 --> 00:00:38,466 you can use clusters to move a group of points together 20 00:00:38,466 --> 00:00:39,600 and like most deformers 21 00:00:39,600 --> 00:00:42,766 you can paint a map to control the area of influence 22 00:00:44,000 --> 00:00:45,700 you can use a lattice to deform your 23 00:00:45,700 --> 00:00:47,000 volume with a given number of 24 00:00:47,000 --> 00:00:49,466 points on a rectangular prism 25 00:00:51,000 --> 00:00:54,400 wire deformers can be used to drive a mesh with a curve 26 00:00:55,166 --> 00:00:57,366 there are tons of non linear deformers that you can use 27 00:00:57,366 --> 00:00:58,166 to bend 28 00:00:58,166 --> 00:01:02,066 flare twist or create sine waves 29 00:01:03,166 --> 00:01:06,200 you can use sculptiformers to mimic collisions 30 00:01:06,866 --> 00:01:10,400 a shrink wrap to suck one geometry onto another 31 00:01:10,600 --> 00:01:11,466 a standard wrap 32 00:01:11,466 --> 00:01:14,266 deformer can be used to drive a high resolution mesh 33 00:01:14,266 --> 00:01:15,733 with a low RES mesh 34 00:01:16,766 --> 00:01:18,166 and in my 2020 35 00:01:18,166 --> 00:01:20,400 you can have multiple drivers affecting your mesh 36 00:01:20,400 --> 00:01:21,800 with a proximity wrap 37 00:01:22,733 --> 00:01:25,700 you can even use a texture map to drive deformations 38 00:01:27,200 --> 00:01:29,100 I'm showing all this not to overwhelm you 39 00:01:29,100 --> 00:01:29,800 but to give you some 40 00:01:29,800 --> 00:01:31,566 examples on what's available to you 41 00:01:31,933 --> 00:01:34,000 we won't use every deformer in this chapter 42 00:01:34,000 --> 00:01:35,500 but we'll take a look at a few of them 43 00:01:35,500 --> 00:01:36,700 and I'll do my best to give you a 44 00:01:36,700 --> 00:01:38,966 general overview of how deformers work 45 00:01:39,733 --> 00:01:40,866 in the next lesson 46 00:01:40,866 --> 00:01:42,900 we'll take a look at cluster deformers 47 00:01:44,166 --> 00:01:44,866 in this lesson 48 00:01:44,866 --> 00:01:47,000 we'll take a look at a few different ways we can use 49 00:01:47,000 --> 00:01:48,266 cluster to formers 50 00:01:48,266 --> 00:01:49,800 the cluster does not automatically 51 00:01:49,800 --> 00:01:51,366 normalize weights like skin 52 00:01:51,366 --> 00:01:52,300 clusters do 53 00:01:52,500 --> 00:01:55,533 in other words all the influences in a skin cluster 54 00:01:55,766 --> 00:01:56,866 when combined 55 00:01:57,333 --> 00:02:00,400 add up to equal a weight value of 1 per vertex 56 00:02:00,800 --> 00:02:03,166 clusters regardless of how many you have 57 00:02:03,466 --> 00:02:05,766 function independently upon your mesh 58 00:02:05,900 --> 00:02:08,300 this means you can stack them on top of each other 59 00:02:08,600 --> 00:02:11,333 you can also have a weight value greater than 1 60 00:02:11,500 --> 00:02:13,766 although I see very few reasons to do that 61 00:02:13,900 --> 00:02:14,933 let's start out by 62 00:02:14,933 --> 00:02:17,566 selecting our mesh and going to deform 63 00:02:17,933 --> 00:02:20,100 cluster we've now created a 64 00:02:20,266 --> 00:02:21,066 cluster 65 00:02:21,800 --> 00:02:22,733 on our sphere 66 00:02:22,733 --> 00:02:25,100 when you select an object and create a cluster 67 00:02:25,133 --> 00:02:27,866 all the points of that object get attached 68 00:02:28,000 --> 00:02:29,100 alternatively 69 00:02:29,133 --> 00:02:31,666 you can select the points that you want to just form 70 00:02:31,666 --> 00:02:33,066 and then create a cluster 71 00:02:34,100 --> 00:02:35,666 form cluster now 72 00:02:35,666 --> 00:02:37,566 every point that I have selected will be 73 00:02:37,566 --> 00:02:39,300 assigned to that cluster 74 00:02:39,500 --> 00:02:41,166 one thing to keep in mind when creating 75 00:02:41,166 --> 00:02:44,533 clusters is that a deformation stack additively 76 00:02:44,733 --> 00:02:47,133 in other words if I were to select both 77 00:02:47,533 --> 00:02:48,333 and move them 78 00:02:48,500 --> 00:02:50,966 you'd see double transformations coming from the second 79 00:02:50,966 --> 00:02:51,766 deformer 80 00:02:52,100 --> 00:02:53,966 I wanted to show you clusters first 81 00:02:53,966 --> 00:02:55,866 because they are a very basic deformer 82 00:02:55,866 --> 00:02:56,900 and many of the other 83 00:02:56,900 --> 00:02:59,666 types of deformers share the same properties 84 00:02:59,900 --> 00:03:00,733 for example 85 00:03:00,966 --> 00:03:04,333 if I select my object and right click go down the paint 86 00:03:04,666 --> 00:03:05,866 find my deformer 87 00:03:06,333 --> 00:03:07,766 will go on the first one 88 00:03:08,300 --> 00:03:11,300 and you can paint a map for how your object deforms 89 00:03:11,300 --> 00:03:12,966 so if I go here to tool setting 90 00:03:13,133 --> 00:03:15,700 I'm just going to start by replacing with a value of 91 00:03:15,800 --> 00:03:16,866 0 and saying flood 92 00:03:16,866 --> 00:03:19,666 so now the deformer has no effect 93 00:03:19,933 --> 00:03:22,566 and then I'm going to replace with the value of 1 94 00:03:22,933 --> 00:03:23,766 start to paint 95 00:03:23,766 --> 00:03:26,700 so now I'm just going to smooth this 96 00:03:27,166 --> 00:03:28,466 we'll see a nice fall off 97 00:03:28,466 --> 00:03:30,366 so wherever there's a value of 1 98 00:03:30,366 --> 00:03:32,366 the cluster will move 1 to 1 99 00:03:32,366 --> 00:03:34,100 that vertex and then it will fall off 100 00:03:34,100 --> 00:03:35,700 with the value that we painted 101 00:03:36,900 --> 00:03:39,500 another attribute that most deformers have is called 102 00:03:39,500 --> 00:03:40,300 envelope 103 00:03:40,466 --> 00:03:42,900 so if I go here to my cluster I can see it 104 00:03:43,100 --> 00:03:44,666 and it has a value of once to 0 105 00:03:45,000 --> 00:03:48,000 so if I move cluster to see some deformation 106 00:03:48,100 --> 00:03:50,300 and then if I were to take this and set it to 0 107 00:03:50,300 --> 00:03:53,000 it's essentially turning off that deformer 108 00:03:54,266 --> 00:03:56,866 if I go up here to the top to Windows 109 00:03:56,966 --> 00:03:58,666 relationship editors 110 00:03:58,733 --> 00:04:00,400 the former sets 111 00:04:00,400 --> 00:04:01,700 I get this nice menu 112 00:04:01,700 --> 00:04:04,866 and I can see all the deformers that are in my scene 113 00:04:05,466 --> 00:04:07,000 if I were to expand this set 114 00:04:07,133 --> 00:04:10,366 I could see the points that are associated with 115 00:04:10,400 --> 00:04:11,566 this deformer 116 00:04:11,866 --> 00:04:14,100 and if I expand the second one there are not as many 117 00:04:14,133 --> 00:04:16,866 because we only added a few points to this cluster 118 00:04:17,533 --> 00:04:18,400 over here on the right 119 00:04:18,400 --> 00:04:20,966 we can see what objects they're associated with 120 00:04:21,200 --> 00:04:23,400 so for instance if I were to move this 121 00:04:23,800 --> 00:04:26,366 and then with the second cluster set selected 122 00:04:26,900 --> 00:04:29,466 if I wanted to remove this object 123 00:04:30,200 --> 00:04:31,566 from this deformer 124 00:04:31,566 --> 00:04:33,700 I could just go ahead and click on it here 125 00:04:34,200 --> 00:04:36,933 and if I wanted to add it back in watch what happens 126 00:04:37,366 --> 00:04:38,866 everything comes with it 127 00:04:38,866 --> 00:04:41,466 and that's because we didn't add points back in 128 00:04:41,466 --> 00:04:43,466 we added the entire object 129 00:04:43,866 --> 00:04:45,500 so remove and add 130 00:04:47,533 --> 00:04:50,000 go ahead and set this back to 0 131 00:04:52,000 --> 00:04:54,500 I'm also just going to go ahead and delete this second 132 00:04:54,500 --> 00:04:55,300 cluster 133 00:04:55,366 --> 00:04:57,300 let's take a look at what's going on in the Graph 134 00:04:57,300 --> 00:04:58,100 Editor 135 00:04:58,100 --> 00:05:01,066 by select my cluster handle here in the outliner 136 00:05:01,166 --> 00:05:02,366 open up my Node Editor 137 00:05:02,366 --> 00:05:05,100 and go ahead and say Graph Input Output Connections 138 00:05:05,466 --> 00:05:07,533 here we get a little node network 139 00:05:08,300 --> 00:05:09,766 this cluster handle 140 00:05:09,766 --> 00:05:13,266 this is the transform node so I can use it to move my 141 00:05:13,400 --> 00:05:14,866 cluster around 142 00:05:15,333 --> 00:05:16,500 this shape is 143 00:05:17,333 --> 00:05:18,733 this little icon here 144 00:05:19,066 --> 00:05:21,466 and this is the the deformer itself 145 00:05:21,466 --> 00:05:24,766 I press 2 you can see what is connected so we have 146 00:05:26,066 --> 00:05:26,766 our 147 00:05:26,766 --> 00:05:29,933 transforms going into the cluster moving it 148 00:05:30,100 --> 00:05:33,500 and the result is going into 149 00:05:33,733 --> 00:05:37,200 our geometry giving us the final output on our mesh 150 00:05:37,200 --> 00:05:39,400 if I select my cluster handle 151 00:05:39,733 --> 00:05:42,466 go ahead and close my node editor for now 152 00:05:42,766 --> 00:05:44,733 and open the attribute editor 153 00:05:44,933 --> 00:05:46,166 I can see my 154 00:05:46,900 --> 00:05:49,800 cluster my cluster shape and my cluster handle 155 00:05:50,066 --> 00:05:51,200 and I want to show you a little trick 156 00:05:51,200 --> 00:05:54,166 that I think a lot of people don't know about clusters 157 00:05:54,200 --> 00:05:55,866 in the cluster shape tab 158 00:05:55,966 --> 00:05:58,066 we go to the weighted node 159 00:05:58,333 --> 00:05:59,066 we can 160 00:05:59,066 --> 00:06:02,466 see here the cluster 1 handle that's our transform 161 00:06:02,533 --> 00:06:04,466 we can actually replace this with something else 162 00:06:04,466 --> 00:06:05,533 say it's a control 163 00:06:05,533 --> 00:06:08,300 or for this example let's just use a locator 164 00:06:08,700 --> 00:06:10,000 and we want it to be 165 00:06:10,400 --> 00:06:12,766 generally like where this deformation is happening 166 00:06:12,766 --> 00:06:15,166 so I would pull this on a character 167 00:06:15,500 --> 00:06:17,933 say a face we add like a little tweaker 168 00:06:18,533 --> 00:06:20,100 it would be on the 169 00:06:20,266 --> 00:06:21,266 surface of the skin 170 00:06:21,266 --> 00:06:24,133 so I would orient it to that surface 171 00:06:24,466 --> 00:06:27,866 and then I could go ahead and just use this transform 172 00:06:27,866 --> 00:06:29,266 instead of the 173 00:06:29,333 --> 00:06:30,700 cluster handle 174 00:06:31,566 --> 00:06:32,366 to move 175 00:06:32,366 --> 00:06:35,266 the deformation so go ahead and paste that there 176 00:06:35,866 --> 00:06:37,966 now this locator is actually 177 00:06:38,133 --> 00:06:39,100 my new handle 178 00:06:40,366 --> 00:06:44,100 and it's oriented to how I oriented the locator 179 00:06:44,533 --> 00:06:46,333 which is really useful in the outliner 180 00:06:46,333 --> 00:06:47,566 if I were to turn on 181 00:06:47,933 --> 00:06:51,100 shape display you can see my cluster shape 182 00:06:51,466 --> 00:06:54,333 is under my locator handle now 183 00:06:54,733 --> 00:06:55,533 and we 184 00:06:55,566 --> 00:06:58,000 don't really need this cluster handle anymore 185 00:06:58,200 --> 00:06:59,666 so I can just go ahead and delete that 186 00:06:59,666 --> 00:07:01,200 and everything still works 187 00:07:01,533 --> 00:07:03,466 so those are clusters in a nutshell 188 00:07:03,533 --> 00:07:04,366 in the next lesson 189 00:07:04,366 --> 00:07:05,600 we'll talk about how we will go 190 00:07:05,600 --> 00:07:08,700 about layering multiple deformers on a single object 191 00:07:08,933 --> 00:07:12,566 I'll see you over in chapter 5.3 Deformer Stacks 192 00:07:13,566 --> 00:07:14,966 hey welcome back 193 00:07:15,266 --> 00:07:16,900 let's make something fun together 194 00:07:17,200 --> 00:07:19,500 you can either open up the block scene from the course 195 00:07:19,500 --> 00:07:21,600 materials or create your own Geo 196 00:07:22,000 --> 00:07:23,766 we're going to make this block dance 197 00:07:24,400 --> 00:07:27,300 first go into one of your orthographic views 198 00:07:27,333 --> 00:07:28,500 then go to Create 199 00:07:28,766 --> 00:07:29,866 Curve Tools 200 00:07:29,866 --> 00:07:32,100 EP Curve Tool option box 201 00:07:32,366 --> 00:07:33,900 make sure you're in linear so that your 202 00:07:33,900 --> 00:07:35,400 curve is a straight line 203 00:07:35,800 --> 00:07:38,566 and then I'm just gonna make a little triangle 204 00:07:38,566 --> 00:07:42,400 if I hold down the X key I can snap to my points 205 00:07:43,000 --> 00:07:46,700 I'm just gonna draw this triangle over the head of our 206 00:07:47,266 --> 00:07:48,066 block 207 00:07:50,500 --> 00:07:51,966 and then we're going to color it 208 00:07:52,366 --> 00:07:53,733 let's go ahead and make this yellow 209 00:07:53,733 --> 00:07:55,966 I like to make all my main controllers yellow 210 00:07:55,966 --> 00:07:57,966 so in the attribute editor 211 00:07:58,666 --> 00:08:01,933 go to the shape node go down to drawing overrides 212 00:08:02,266 --> 00:08:04,400 enable overrides click that on 213 00:08:04,700 --> 00:08:08,333 then you can use one of the Maya default and 214 00:08:09,066 --> 00:08:10,266 yellow is around here 215 00:08:10,466 --> 00:08:12,333 or you could use RGB value 216 00:08:13,800 --> 00:08:15,366 now let's get bendy 217 00:08:15,600 --> 00:08:16,733 select your Geo 218 00:08:16,733 --> 00:08:18,133 then go to deform 219 00:08:18,800 --> 00:08:20,866 on linear deformers bend 220 00:08:21,766 --> 00:08:22,566 now you can 221 00:08:23,000 --> 00:08:26,066 go to the curvature middle mass drag and bend your 222 00:08:26,366 --> 00:08:27,166 cube 223 00:08:28,133 --> 00:08:31,866 and let's snap this down to the origin here 224 00:08:32,666 --> 00:08:35,900 and set our low bound to 0 high bound to 2 225 00:08:36,133 --> 00:08:39,800 so we can bend from the base of the object 226 00:08:40,300 --> 00:08:42,300 for this example I'm actually gonna create 227 00:08:42,366 --> 00:08:43,366 two bend handles 228 00:08:43,366 --> 00:08:44,600 so I'll select my Geo 229 00:08:44,600 --> 00:08:47,333 and hit the G key to repeat the last command 230 00:08:47,466 --> 00:08:49,533 and then I'm gonna do the same thing I did to the 231 00:08:49,533 --> 00:08:51,300 last bend handle to this one 232 00:08:51,766 --> 00:08:53,000 except for this bend handle 233 00:08:53,000 --> 00:08:55,733 we'll want to rotate at 90 degrees in y 234 00:08:55,733 --> 00:08:58,466 so it can bend in the other direction 235 00:08:59,200 --> 00:09:00,933 if you chose to use your own Geo 236 00:09:01,133 --> 00:09:03,366 you might have to set a different value for the high 237 00:09:03,366 --> 00:09:05,500 bound depending on the height of your object 238 00:09:06,200 --> 00:09:07,800 I'm just going to get organized here 239 00:09:07,800 --> 00:09:09,900 I'll rename some things C 240 00:09:10,400 --> 00:09:11,333 Block 241 00:09:12,000 --> 00:09:12,800 Control 242 00:09:13,466 --> 00:09:16,600 and we can make this one our bend wand 243 00:09:16,600 --> 00:09:18,266 because it bends left and right 244 00:09:18,266 --> 00:09:19,300 we can call this 245 00:09:19,766 --> 00:09:21,466 C bend 246 00:09:22,300 --> 00:09:23,100 left 247 00:09:23,800 --> 00:09:24,600 right 248 00:09:25,500 --> 00:09:26,300 bend 249 00:09:26,866 --> 00:09:27,700 handle 250 00:09:28,333 --> 00:09:31,000 and then copy this for the next one and 251 00:09:31,300 --> 00:09:33,666 replace that name with 252 00:09:35,133 --> 00:09:35,933 front back 253 00:09:39,566 --> 00:09:40,966 to rename the actual deformer 254 00:09:40,966 --> 00:09:42,600 go over here in the channel box 255 00:09:42,600 --> 00:09:46,100 I'm just gonna paste my handle name but remove handle 256 00:09:46,333 --> 00:09:49,200 and I'll do that for the other one as well 257 00:09:49,200 --> 00:09:50,066 bend one 258 00:09:50,700 --> 00:09:52,066 just replace this name 259 00:09:52,900 --> 00:09:55,066 let's have our control drive the bend handles 260 00:09:55,066 --> 00:09:56,166 select the control 261 00:09:56,500 --> 00:09:57,666 I'm going to change the pivot 262 00:09:57,666 --> 00:10:01,933 so in other graphic view press d to enter pivot mode 263 00:10:02,066 --> 00:10:04,900 press and hold X to snap to the grid 264 00:10:04,966 --> 00:10:07,966 and your pivot is now at the base of this triangle 265 00:10:08,900 --> 00:10:10,166 let's now bend our block 266 00:10:10,200 --> 00:10:11,900 do you remember set driven keys 267 00:10:12,000 --> 00:10:13,700 make sure you're in the animation menu 268 00:10:13,900 --> 00:10:14,733 put a key 269 00:10:14,733 --> 00:10:15,933 set driven keyframe 270 00:10:16,333 --> 00:10:20,933 option box and load this control as your driver object 271 00:10:21,333 --> 00:10:22,333 and we're going to use translate 272 00:10:22,333 --> 00:10:23,700 z as the driver attribute 273 00:10:23,700 --> 00:10:25,266 so forward and backwards 274 00:10:25,400 --> 00:10:28,566 and for the driven we want to select our deformer 275 00:10:28,566 --> 00:10:30,733 make sure you select it in the channel box 276 00:10:30,866 --> 00:10:34,200 and we'll drive the curvature of this deformer 277 00:10:34,200 --> 00:10:36,000 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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