More nodeling again, but this time to extract and consolidate a Component.
This time around we identify and finish extracting and encapsulating all the front-loaded work for the “global” leg, and then isolate and clean up to cannibalise the sketch and remove dependencies on it where we can
More nodeling going on here, but this time to wrap up the footroll in its current state and putting together the Foot Component proper that will receive it (as well as the Leg).
Possibly more important though: Now the Stream as well as the YouTube videos are recorded natively in 1440p and not down-scaled at source.
Whether you have the bandwidth or not to watch 1440p, this also results into better quality for all other resolutions.
If you have the bandwidth, but not a 1440p monitor, I would still recommend you watch it in 1440p, your local down-scaling of that source material will still look considerably better than watching a 1080p re-encode.
Continuing our nodeling and following from the previous video we now take the interesting output of the footroll to produce the correctly limited ankle.
We focus on interacting with the IK here and take things to completion on the first pass on the footroll
So… I’ve actual done episode 4, Driven Key stages, twice.
Simply put: I didn’t like the way the day went the first time, so I streamed an additional day to re-do it, which you might hear me mention a few times on this video.
That detail aside, the redux went well, and here we go through the footroll’s offset stages and show some Maya features (Set Driven Keys) and how they actually work under the hood.