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These are the user uploaded subtitles that are being translated: 1 00:00:00,420 --> 00:00:02,560 - [Instructor] In this video, we will have a quick look 2 00:00:02,560 --> 00:00:04,370 to the Wiggle bone add-on. 3 00:00:04,370 --> 00:00:08,143 Activated, the add-on gives you access to the wiggle option 4 00:00:08,143 --> 00:00:10,850 that has to be activated pair bones. 5 00:00:10,850 --> 00:00:14,023 To get the add-on, you can simply check the link 6 00:00:14,023 --> 00:00:16,620 into the documentation of the course. 7 00:00:16,620 --> 00:00:20,310 A latest version of the Wiggle bone add-on by Steve. 8 00:00:20,310 --> 00:00:22,870 Then in blender, simply install it 9 00:00:22,870 --> 00:00:25,900 by going into Edit preferences. 10 00:00:25,900 --> 00:00:28,047 Add-on, click the install button. 11 00:00:28,047 --> 00:00:32,740 Browse and find the .pi file of the wiggle bone add-on. 12 00:00:32,740 --> 00:00:35,830 Click the install button and then make sure 13 00:00:35,830 --> 00:00:38,930 that the Wiggle bone add-on is activated. 14 00:00:38,930 --> 00:00:42,890 There is another add-on called the Spring Bone add-ons 15 00:00:42,890 --> 00:00:46,460 by Artel, creator of Auto Rick Pro. 16 00:00:46,460 --> 00:00:48,761 But the add-on is still experimental 17 00:00:48,761 --> 00:00:53,560 and it only works on chains of parented bones. 18 00:00:53,560 --> 00:00:55,100 For this demonstration, 19 00:00:55,100 --> 00:00:59,480 I provided one file with two different animation. 20 00:00:59,480 --> 00:01:04,440 The sliding and rotating animation called whipping action 21 00:01:04,440 --> 00:01:08,390 and a second action with some jumpy bones. 22 00:01:08,390 --> 00:01:13,390 Only the lower bone in the chain is currently animated. 23 00:01:13,533 --> 00:01:17,020 Let's select the free bones in the chain 24 00:01:17,020 --> 00:01:19,190 that are the children of this one 25 00:01:19,190 --> 00:01:22,230 and activate the Wiggle bone add-on on this 26 00:01:22,230 --> 00:01:24,160 and press the play button. 27 00:01:24,160 --> 00:01:29,010 By default, the reset on loop option is activated. 28 00:01:29,010 --> 00:01:31,150 To enable or disable this option, 29 00:01:31,150 --> 00:01:33,990 you do it for all the bones at once. 30 00:01:33,990 --> 00:01:35,910 When using the add-on on the cycle, 31 00:01:35,910 --> 00:01:37,913 it's better to disable the option 32 00:01:37,913 --> 00:01:41,500 so that the simulation continue at runtime 33 00:01:41,500 --> 00:01:43,970 and we don't get the popping frame 34 00:01:43,970 --> 00:01:46,220 at the beginning of the motion. 35 00:01:46,220 --> 00:01:51,220 Wiggle bone add-on simulate physical behavior on your bone. 36 00:01:51,370 --> 00:01:53,664 We can access different properties 37 00:01:53,664 --> 00:01:56,260 of those physical behavior 38 00:01:56,260 --> 00:01:59,747 through the panel whose properties are editable. 39 00:01:59,747 --> 00:02:04,022 Pair bone, let's see in detail the different properties. 40 00:02:04,022 --> 00:02:07,538 The amplitude rotation option will increase 41 00:02:07,538 --> 00:02:12,000 or decrease the rotation angle of your bones. 42 00:02:12,000 --> 00:02:14,470 With my three bone selected, 43 00:02:14,470 --> 00:02:18,997 I will enter the value one, hold Alt and press enter. 44 00:02:18,997 --> 00:02:23,570 This way, all the selected bones values are set to one. 45 00:02:23,570 --> 00:02:24,910 With the value of one, 46 00:02:24,910 --> 00:02:29,540 we can see that we almost have no rotation on the bones 47 00:02:29,540 --> 00:02:33,700 while if I set it to 180 degrees, 48 00:02:33,700 --> 00:02:37,140 you can see that the rotation gets pretty wild. 49 00:02:37,140 --> 00:02:39,220 The stiffness value will kind 50 00:02:39,220 --> 00:02:42,690 of change the reaction speed of the bone. 51 00:02:42,690 --> 00:02:46,120 The higher the stiffness, the more rigidity you are breaking 52 00:02:46,120 --> 00:02:50,150 making the bones reacting as if it was a metal spring 53 00:02:50,150 --> 00:02:52,271 while with a very low stiffness, 54 00:02:52,271 --> 00:02:56,340 it looks more organic like hairs or cloth. 55 00:02:56,340 --> 00:03:00,586 So damping value greatly changed the behavior of the bones. 56 00:03:00,586 --> 00:03:03,060 The higher the damping value, 57 00:03:03,060 --> 00:03:05,400 the more absorption you will have 58 00:03:05,400 --> 00:03:07,310 in the motion of the bones. 59 00:03:07,310 --> 00:03:11,160 If you drastically decrease the value of the damping, 60 00:03:11,160 --> 00:03:14,010 you will have a very jittery bones 61 00:03:14,010 --> 00:03:18,300 that will react to any of the motion in the chain. 62 00:03:18,300 --> 00:03:22,100 You should keep the damping value between zero and one. 63 00:03:22,100 --> 00:03:24,771 If you enter a value beyond one, 64 00:03:24,771 --> 00:03:27,580 it will likely creates bugs. 65 00:03:27,580 --> 00:03:30,660 And one of the big issues of this add-on is 66 00:03:30,660 --> 00:03:33,170 that once the simulation is bugging, 67 00:03:33,170 --> 00:03:38,100 you kind of have to revert your file or reload it. 68 00:03:38,100 --> 00:03:40,410 So be cautious with this. 69 00:03:40,410 --> 00:03:42,770 It's the same for the Stiffness. 70 00:03:42,770 --> 00:03:44,530 Don't go over one. 71 00:03:44,530 --> 00:03:47,340 You won't have any change of behavior. 72 00:03:47,340 --> 00:03:49,850 And at some point, it might bug. 73 00:03:49,850 --> 00:03:51,930 In this specific case, 74 00:03:51,930 --> 00:03:56,040 changing the translation value won't do anything. 75 00:03:56,040 --> 00:03:59,530 And we will see why later in this video. 76 00:03:59,530 --> 00:04:03,670 For the time being, let's increase the stretching value. 77 00:04:03,670 --> 00:04:07,350 As expected, the bones are now stretching. 78 00:04:07,350 --> 00:04:09,756 While it won't generate bugs, 79 00:04:09,756 --> 00:04:12,945 I advise you to keep the value pretty low 80 00:04:12,945 --> 00:04:16,860 and play in the range of zero to one. 81 00:04:16,860 --> 00:04:19,430 The gravity value, as expected, 82 00:04:19,430 --> 00:04:23,240 will kind of change the weight of your bones. 83 00:04:23,240 --> 00:04:26,728 If you get to a pretty high value, like five or 10, 84 00:04:26,728 --> 00:04:29,900 you will see your bones like falling. 85 00:04:29,900 --> 00:04:33,510 While using the gravity value in a pretty broad range, 86 00:04:33,510 --> 00:04:35,940 I didn't meet any bugs. 87 00:04:35,940 --> 00:04:39,610 So as you have understand, you have to be kind of creative 88 00:04:39,610 --> 00:04:42,800 and experiment a lot with the different values 89 00:04:42,800 --> 00:04:44,240 for the different bones 90 00:04:44,240 --> 00:04:47,630 until you get the simulation you want. 91 00:04:47,630 --> 00:04:52,530 Convert those simulation into an action or an animation, 92 00:04:52,530 --> 00:04:54,090 we need to bake. 93 00:04:54,090 --> 00:04:56,890 To be able to bake the action of the bones, 94 00:04:56,890 --> 00:04:59,680 you have to make sure that they are selected. 95 00:04:59,680 --> 00:05:03,410 By clicking the select wiggle bones button, 96 00:05:03,410 --> 00:05:05,290 you will select all the bones 97 00:05:05,290 --> 00:05:09,270 that have the wiggle bone option enabled. 98 00:05:09,270 --> 00:05:11,360 You've seen in the previous video, 99 00:05:11,360 --> 00:05:16,360 baking an animation is done through the NLA editor. 100 00:05:16,420 --> 00:05:18,570 When opening the NLA editor, 101 00:05:18,570 --> 00:05:22,460 I can see my current weeping action being used. 102 00:05:22,460 --> 00:05:25,890 By now, click the bake wiggle button 103 00:05:25,890 --> 00:05:28,280 in the wiggle bone panel. 104 00:05:28,280 --> 00:05:31,030 It will bake the wiggle simulation 105 00:05:31,030 --> 00:05:33,420 on all the selected bones. 106 00:05:33,420 --> 00:05:36,820 And we can see that it does create a new NLA track 107 00:05:36,820 --> 00:05:39,180 including the weeping action. 108 00:05:39,180 --> 00:05:43,070 And on top of this, we can see our new baked action. 109 00:05:43,070 --> 00:05:46,700 Let's push it down into the NLA editor. 110 00:05:46,700 --> 00:05:48,580 And if we deactivate it, 111 00:05:48,580 --> 00:05:52,470 we can see that our bones are no longer rotating. 112 00:05:52,470 --> 00:05:54,870 Thus, when we click the bake wiggle, 113 00:05:54,870 --> 00:05:58,830 it will remove the wiggle option onto those bone. 114 00:05:58,830 --> 00:06:03,800 So what we see are currently the animation of those bones. 115 00:06:03,800 --> 00:06:08,240 Additive bake option simply create an NLA track 116 00:06:08,240 --> 00:06:11,270 including the original action 117 00:06:11,270 --> 00:06:15,850 so that the bake action can be layered on top of it. 118 00:06:15,850 --> 00:06:18,960 If we deactivate the additive bake 119 00:06:18,960 --> 00:06:21,395 and then bake the wiggle action, 120 00:06:21,395 --> 00:06:25,060 we will only see the result of the wiggle. 121 00:06:25,060 --> 00:06:29,730 Since the root bone wasn't choosing the wiggle add-on, 122 00:06:29,730 --> 00:06:31,500 it's not moving anymore. 123 00:06:31,500 --> 00:06:35,011 This, we then need to manually add those action 124 00:06:35,011 --> 00:06:37,650 into the NLA editor. 125 00:06:37,650 --> 00:06:39,440 When both the weeping action 126 00:06:39,440 --> 00:06:41,990 and the baked action are enabled, 127 00:06:41,990 --> 00:06:45,250 we can see the whole animation we have generated. 128 00:06:45,250 --> 00:06:47,440 So particularly, I advise you 129 00:06:47,440 --> 00:06:50,500 to keep the additive bake enabled. 130 00:06:50,500 --> 00:06:52,400 I will reset everything 131 00:06:52,400 --> 00:06:55,230 and I will select the second animation. 132 00:06:55,230 --> 00:06:56,529 The jumping one. 133 00:06:56,529 --> 00:07:01,020 As you can see, we have some amplitude on the translation 134 00:07:01,020 --> 00:07:03,508 but the bones are not offsetting 135 00:07:03,508 --> 00:07:07,710 and this is because they are connected in the rig. 136 00:07:07,710 --> 00:07:10,280 So I need to go into edit mode, 137 00:07:10,280 --> 00:07:14,802 select those bone and press Alt + P to unparent them 138 00:07:14,802 --> 00:07:19,180 or keep them parented but disconnect them. 139 00:07:19,180 --> 00:07:23,760 And now we can see that they are getting offsetted based 140 00:07:23,760 --> 00:07:25,550 on the translation value. 141 00:07:25,550 --> 00:07:29,820 If we increase this value, there will be more jittery 142 00:07:29,820 --> 00:07:32,830 and they will move in space a lot more. 143 00:07:32,830 --> 00:07:37,020 I advise you to keep this value between zero and one. 144 00:07:37,020 --> 00:07:40,050 It's a very powerful tool that can allow you 145 00:07:40,050 --> 00:07:42,250 to get very nice results fast 146 00:07:42,250 --> 00:07:45,833 but you may need to edit to beat the rig. 147 00:07:46,950 --> 00:07:50,620 So let's now try the add-on on our Mac. 148 00:07:50,620 --> 00:07:53,810 I've just reloaded the base motion file. 149 00:07:53,810 --> 00:07:57,780 We have the work cycle enable in the action editor. 150 00:07:57,780 --> 00:08:02,640 I will select the Bodhi controller and I will enable 151 00:08:02,640 --> 00:08:04,239 then we go add-on. 152 00:08:04,239 --> 00:08:08,560 As soon as I activate the add-on on the Bodhi controller, 153 00:08:08,560 --> 00:08:12,660 we can see our character shaking on each step 154 00:08:12,660 --> 00:08:14,260 which is kind of cool. 155 00:08:14,260 --> 00:08:18,720 I have a drop in performances which is kind of expecting 156 00:08:18,720 --> 00:08:23,350 since it's running a simulation in real time 157 00:08:23,350 --> 00:08:26,860 but it's definitely okay for me to work on this 158 00:08:26,860 --> 00:08:29,370 increasing the Stiffness and the dumping 159 00:08:29,370 --> 00:08:34,070 to get a more natural motion or something I like more. 160 00:08:34,070 --> 00:08:35,830 But there is a little issue 161 00:08:35,830 --> 00:08:40,830 or at least limitation compared to the previous method. 162 00:08:40,950 --> 00:08:44,040 Here, I can't choose what part 163 00:08:44,040 --> 00:08:46,705 of the body is currently leading. 164 00:08:46,705 --> 00:08:51,650 And as you can see, whenever the character is dropping down, 165 00:08:51,650 --> 00:08:55,090 the front part is dropping down also. 166 00:08:55,090 --> 00:08:57,643 So it's the back part of the body 167 00:08:57,643 --> 00:09:00,410 that is currently dragging in the motion. 168 00:09:00,410 --> 00:09:05,070 So Blender kind of assumed that the back part of the body 169 00:09:05,070 --> 00:09:08,245 is currently heavier than the front part 170 00:09:08,245 --> 00:09:12,760 which is not what I did in my animation previously. 171 00:09:12,760 --> 00:09:15,470 And this is not something I can change. 172 00:09:15,470 --> 00:09:18,160 I have no option to deal with this. 173 00:09:18,160 --> 00:09:23,150 It depends on the base orientation of the bone in the rig. 174 00:09:23,150 --> 00:09:27,480 But as an animator, you may not want to edit the rig. 175 00:09:27,480 --> 00:09:29,300 Whenever you want to use this, 176 00:09:29,300 --> 00:09:31,530 you will break everything for sure. 177 00:09:31,530 --> 00:09:34,240 And another big limitation is 178 00:09:34,240 --> 00:09:38,600 that we can't constraint one rotation angle. 179 00:09:38,600 --> 00:09:42,023 Here, you can see that the antenna is currently rotating 180 00:09:42,023 --> 00:09:47,023 along all its axis even if the axis are locked. 181 00:09:47,190 --> 00:09:50,230 So this is a fantastic add-on 182 00:09:50,230 --> 00:09:54,070 but if you want to create precise animation 183 00:09:54,070 --> 00:09:57,950 or precise motion along a specific axis, 184 00:09:57,950 --> 00:10:00,730 it might not be the best choice 185 00:10:00,730 --> 00:10:05,730 but for any organic propose, it can be a huge time saver. 14842

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