Over one and half hours focused on tools to visulize maths, developing intuition, and understanding correlations. Vectors, Matrices, Trigonometry and Desmos.
I know the math videos are popular, and I had wanted to do something along these lines for a while, and today it took my fancy to give it a shot.
If you care at all about learning maths then this is certainly worth watching, no matter what level you’re at (it’s more about learning than it is about the specific sub topics).
After warming back up to the rig in the previous stream yesterday this went pretty well, even if I say so myself.
Most of the content is nodelling and reviewing what I’m doing and why, but there’s a good amount of work happening at a relatively snappy pace.
Bugs (presumed) of the previous day are squashed, all components are made to properly guide and deguide, handedness is now considered for the foot too, the foot receives a proper deform layer, our tool for guiding is confirmed working… And more.
It is a nodelling episode, which we’ve had many of, but it’s a good one in my opinion, and it finally takes us to what might be the finish line for all components. I/O and re-assembling the rig should be all that’s left next (unless we will find issues 😉 ).
As for the previous episode I recorded a brief intro which is available in the first link/embed below, you can watch that if you want a quick verbal preview of what goes on in the episode, but it’s mostly what you have just read.
There was a good chunk of work that would be repetitive and boring to do on-stream as nodelling, so unlike in any previous episode I decided to do it off-stream and then bring the rig up to comment on why and how it was done and the underpinning fundamentals.
This is meant to compress the time to finish the rig a bit and offer a more concise episode.
I like how it came out and it seems to have been well received, so it might happen again, albeit probably not this season since the work remaining should generally speaking be new and/or interesting to see through its execution.
So, to make a long story short: This video goes over everything about mirroring components that is required to get a fully reflected component for the leg and shows the rig in action.
I recommend downloading the corresponding ep34 scene from the download section to follow along by exploring the scene as I go over it. It can be found here as usual.
This episode we build on the theory and waffling of the previous two and (successfully) get onto Mirroring the Leg Component.
There’s a bit of everything coming up as needed: For the most part it pulls together elements from all over, especially the previous episode, until the leg has a functional handedness switch doing all the expected work.
Over the next few episodes we’ll extend this past the boundaries of the leg, the global and foot, and that should be the end of the rigging part of the season,
A little bit of an odd episode as it treats two completely different and unrelated subjects.
In the first half we go over modularising components, gotchas, procedure, some tricks on how to manage it with pure vanilla Maya and so on. Not bad going.
As the next step after that will be mirroring components I thought it would be beneficial to actually explain what reflection (handedness inversion) means in mathematical terms, and show what it looks like with Maya transforms.
The QnA indulges on a scaling related question too in the context of deformation.
It had been a while since we did a math video or a Maya workflow one, so it was kind of cool to get to treat both in one session.