Hello, Rodney here with Kleebz Tech.
Today, at the request of many subscribers, I'm going to go over some tips on
dealing with bad AI hands in Fooocus, stable diffusion, AI in general. Don't forget
to check out my other videos on Fooocus as well. The first big tip to generating great
hands is actually a negative prompt that I've discovered. Just put "Uncle
Jack Kelly" into the negative prompt, and you're going to get hand results
like this. Okay, I wish that was true, but I do wonder if these AIs have watched too
much "Always Sunny," and it has poisoned the well. One of the reasons why AI has
a little bit of difficulty with hands is partially because hands have high
detail density, and they usually take up a very small part of the image. When the AI
generator has fewer pixels to work with, it makes it more difficult for it to really
show what the hands are supposed to do. It's the same idea with their training data.
Most of these images, especially for SDXL, were trained on 1024 x 1024 images.
So, the further back you look at actual images of real pictures of that
resolution, you'll see a lot of times the hands and things like that are hard.
They don't look right in those either, a lot of times because it has a hard time
showing that detail with only a few pixels. So, I think that's one of the big reasons why we get
a lot of bad hands because that's what it sees. Now, one of the biggest things that I suggest
when it comes to hands is to avoid them when possible. If there are no hands to fix,
then you have made things much easier. Now, you might be tempted to put in your prompt "hands
behind back" or something similar, but doing so will actually most likely lead to more chances
of the hands since it'll see the words "hands" in the prompt as well as "back." So, it'll most
likely show the person's back and their hands. There is another solution that works somewhat
well, and that is when it comes to hiding the hands. For example, in this one, I have
generated four images of a woman standing on a sidewalk. As we can see here, every
single one of them has her hands visible. Now, we can go ahead and fix the hands if they don't
come out right. That's one of our options. The other option is actually, and I have issues
with the negative prompt a lot of times; it doesn't work that well, and even in this
case, it's not going to work every time. But, I have found if you use a combination of
different things in here, a lot of times that can help with the images. You're still
going to get a lot that it doesn't work well, but as we're going to see here, I've gone
ahead and, using the same seed, I'm going to generate four more images. Now, I've added
into this negative prompt "hands, hands on hip, hands on hip holding," all different ones that
have to do with keeping the hands visible. I'll go ahead and generate this now and see if that helps
hide the hands because that's the first case. If you don't need the hands in the image, the
best way is going to be to just hide the hands. Well, as we can see here, we now have our
results, and compared to the other ones, we have our first two; we can see the hands are
in the pocket. The second two still got our hands, so it's not perfect, but using the same seed,
this shows that you can try, and you can get more creative also with your regular prompt. Depending
on what you put in there, but do remember, if you put the word "hands" in your regular prompt, even
if you tell it you want them behind the back, it sees the word "hands," and it's more likely
going to show hands. It's the same concept if you want a full body shot. You could just mention the
shoes of a person, and it's going to show that. But if you do have hands and want to achieve
the best results, it's also crucial to limit their interaction with other objects
and other hands whenever possible. The complexity of the hands' action directly impacts
the difficulty of creating convincing hands. So, grasping objects, such as holding a coffee cup
or a sword, or having fingers clasp together, or things like that, will be more challenging
for the AI to work with. So, avoid those as well. If you have just a regular hand that
doesn't have any complex interaction, it's a lot easier to fix those than it is to fix
something that's not. Now, as far as fixing hands, if you have hands you need to fix, that is
actually where I find that Fooocus does a very good job with the inpainting. Now, there's no
perfect solution. You're still going to have to work at it, try on error, and keep trying. There
are some tools to help with it. It's going to be a lot harder to do some of these with very complex
interactions, so you have to really work at those. Let's go ahead with this one. I'm going to just
grab this first image here. I'm going to actually bring it down to the inpainting window. I see
a lot of people are tempted immediately to go down and do the "improve detail" and put in
a detailed hand, then they'll mask it off, and then they'll go ahead and they're going to
hit generate. There's a problem with that, though. That doesn't actually fix hands. It'll improve
hands, but if the hand is really messed up, it actually will just improve the messed up hand in
the sense of it'll still be messed up, but it'll be more clear that it's messed up. So, really with
this, the "improve detail," you already need the hand to have a proper basic structure for the
most part for it to fix and improve it. So, extra fingers or not enough fingers or anything
like that, it's not going to fix those. As we can see here, when we're looking at
it, it's improving the detail of the hand, but it's still messed up. So, don't start off
with the "improve detail" because, in all honesty, if the hand isn't already structured correctly
and just needs to be touched up and improved, you're not going to get the results out of
that, and you're just going to keep on over and over again trying to fix something
that can't be fixed. The method here, what you want to do first here, is we're going
to skip that. We're going to go down here. We're going to change it to the regular inpainting,
make sure I have the hand masked off how I want. I always give it a little extra room. That way,
it has a bit more wiggle room on improving what it can do with the hand. Now, all I'm going to
do here is just that. I'm not going to work on both hands. I find it's better just to do one at a
time. Okay, so I'm actually going to stop it here because one of these is partially... And this
is the thing I'll do a lot of times: I'll find one of them is actually mostly good. So, this one
I've dragged because, looking at it, the thumb is correct. What I'll do here is I'll clear out what
I had before masked, and I'll zoom in. Let's uh, so most of this is actually correct, the actual
bottom part of the hand. So what I'll do at this point is I'm going to go ahead and mask that, and
at the same time, I'm going to mask this one. I might as well have it trying to fix that hand as
well. If it gets fixed, then we can go from there. So let's go ahead, and now that I've gotten
that part done, I'm still sticking with the regular in-paint or out-paint because those,
I still don't feel confident enough that the improved detail will fix that. Okay, so I'm going
to actually now stop that because I've actually found that that image is pretty good. So, at
this point, I'll clear off this again. Now, let's look at that closer, just to get an idea.
So that one, it's pretty decent. At this point, I'm going to use the improved detail. This one
still needs work, so I would continue on that one, but let's, uh, for this to demonstrate,
I'm going to now improve the detail on that other hand that we first did. So
now, I can go in here, improve detail, I'll put "detailed hand," and now I'm going
to go ahead and generate and run that again. I'm going to go ahead and stop that. So, for
our purposes, I think we can show that that hand looks much better than it did before.
Now, you may have to do a few of these to get things to blend in better. Some of these
blended in better than others, know so it does take a little bit of trial and error, but
that's really what you want to do first. So, after I got that to that point,
if I was happy with one of these, then I would go ahead at this point, continue,
and go back to the standard in-paint, out-paint, and continue to generate now to fix that
hand. Okay, so I'm going to actually stop that now because one of these actually looks
pretty good. See, the problem is with this one is getting the hands at the side. I find
very difficult for the AI when it has a side angle. So that can be a big challenge sometimes
when getting good results. So, this one here, it actually turned the hand, and it had an
easier time of generating that hand. Yeah, that one would probably be workable, but
I'm going to actually use this one here. So, we have, let's look at that one now.
This one here, where it's pretty close, I'm actually going to try the improved detail
first, uh, see, and see if that can do enough with it before I go through the process of trying
to inpaint certain areas of that hand. Because when I find when you're doing small areas, it can
be a little bit harder for the AI to actually do as good of a job. Okay, and as we can see
here, this one's actually making it worse, so I'm going to stop this one because I actually
think this was probably one of the best results. So, let me pull that one up. Okay, so on
the original image, we have on the left, and on the right, we have the finished image.
Now, I picked an extremely difficult one, and I would probably have to go through and
touch this up a little bit in something like Photoshop or something like that because, with
the rain, it did make it a little bit easier to see where I inpainted it a bit. So, that's
something to keep aware of, but overall, I'd say these came out pretty good compared to what they
originally look like to what the final looks like. So, I would normally, at that point, depending on
what I'm going to do with this, I would export, you know, save it, bring it into Photoshop, and
just, you know, tweak those a little bit more to get the results that I wanted. So, but that gives
you an idea of the process I go through. First is to use the regular in-painting and out-painting
until you get a decently structured hand. It may not be exactly perfect, but it has the right
number of fingers, it doesn't have a weird shape, they're not distorted or anything like
that. Then, you can go and switch it over to the improved detail, put in a "detailed
hand," and have it finish up from there. Now, like I said, it depends on a lot of different
factors. I picked a really difficult subject because, with the rain and everything, that
made it a little bit harder for it to actually correct that. But hopefully, that gives you some
tips on how you can do the hands. Like I said, there's no perfect solution, so this is just
another example of one I did earlier. And as you can see, the one on the left had some
messed up hands, and then the one on the right is after I've gone ahead and improved the
hands. And as we can see, if we really zoom in, this one did a pretty good job with the
in-painting. You can't really easily tell. Now, it's trying to add the drops of water, so the rain
definitely makes it a little more challenging, which is why I went with it. It didn't blend
this in perfectly, so I would probably go back to Photoshop or something like that just to
touch it up. Sadly, there's no perfect solution yet to AI hands, and until the models are
trained on higher quality images, I don't think there'll be an easy solution. Hopefully,
this helps you fix those bad AI hands, and if you found the video helpful, please do hit the like
button. Thanks for watching, and have a great day