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Adjust the arm by adding an envelope attribute parameter, for finer control over its movements.
Type:
Tutorial
Length:
1 min.
Transcript
00:04
What we can do now is use the envelope attribute here
00:07
to simply blend between the root controls,
00:09
orientations and the world space group's orientations.
00:14
The next step is to add this functionality into the rig.
00:17
So the animator can easily access it without having to find the blend matrix node
00:23
to do this. We can use the follow attribute. We add it to the upper arm FK control.
00:28
Although thinking about it,
00:30
it would make sense if this was a float instead of an enum.
00:34
So the animator can blend between the two states
00:36
rather than snapping from one to the other.
00:40
Let's add a new floor attribute,
00:42
call it world orient,
00:45
set the minimum to zero and maximum to one
00:48
matching the limits of the envelope attribute
00:52
and add that.
00:54
So we will use this instead
00:57
now connect world orient
00:60
over to the envelope attribute on the blend matrix node.
01:05
Let's also delete the follow attribute now too as it's no longer needed,
01:11
we can use this now or should I say the animator
01:14
can use this now to make the FK arm rotate locally.
01:18
So it follows a root control or stays in world space and follows the group.
Video transcript
00:04
What we can do now is use the envelope attribute here
00:07
to simply blend between the root controls,
00:09
orientations and the world space group's orientations.
00:14
The next step is to add this functionality into the rig.
00:17
So the animator can easily access it without having to find the blend matrix node
00:23
to do this. We can use the follow attribute. We add it to the upper arm FK control.
00:28
Although thinking about it,
00:30
it would make sense if this was a float instead of an enum.
00:34
So the animator can blend between the two states
00:36
rather than snapping from one to the other.
00:40
Let's add a new floor attribute,
00:42
call it world orient,
00:45
set the minimum to zero and maximum to one
00:48
matching the limits of the envelope attribute
00:52
and add that.
00:54
So we will use this instead
00:57
now connect world orient
00:60
over to the envelope attribute on the blend matrix node.
01:05
Let's also delete the follow attribute now too as it's no longer needed,
01:11
we can use this now or should I say the animator
01:14
can use this now to make the FK arm rotate locally.
01:18
So it follows a root control or stays in world space and follows the group.
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Role:
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