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).
I announced this episode as a chill stream, but it accidentally came out quite well paced (at least in my opinion.) Always accidentally it’s the last day of the year and the episode ended up being a recap of everything we did during the year, which I also find fitting (no pun intended).
Initially I just wanted to reacquaint myself and the audience with the rig we’d been working on for so long, and I thought that fitting it to some geometry to put it to the test would have been a good way to go about it.
We did do that, in the end, but the outcome is an inspection and a summary of all components as well as a successful fit of the guides lining up everything to the geometry, and the first chunk of work on a scene to be shared done.
Leg Global, Godnode and Foot are all in good shape now, and next stream we should be able to do the leg, call it a wrap on the mehcanics (unless some bug or other rears its ugly head) and finally move on actually binding to the geo.
Whether you’ve been following all along and took a long break with me, or you’re bumping into this while binging on the whole season after it got done weeks or months away from me writing, I think it’s been a worthwhile episode.
I’ve talked about components being modular before and I’ve shown the I/O process in the past, but this time around we do it for real.
There isn’t anything specific that’s new, but I did kind of like how it went and I would recommend watching it. It will take you through the whole process of componentisation and assembly well enough.
There’s a bit of everything in it, Maya bugs, scripting, tiny amount of nodelling, Q/C, conforming, the actual I/O of the components…
All in all I feel it came out well paced and it covers a good chunk of ground in one hour.
To be a bit more specific: This is where we take all of our components and we push them through the I/O process (to file and from file) both for Q/C (Quality Control) as well as to actually re-assemble a full rig.
In the process I list a couple gotchas with containers, find a non-bug, and we write a trivial renaming script (more for variety than anything). All the work gets done on time, and we fix the last couple dirty bits in our components, which turned out to be bug-free, and only in need of some conforming.
QnA, the last dozen minutes or so, is mostly me rambling about rig standards, instrumenting rigs, and pipelines at scale and not.
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.