














Refine the controls for the head by connecting them to the neck, then adjust the translation, rotation, and real-world anchor.
Transcript
00:04
We're going to use a similar system to the neck,
00:07
but we want to treat the translations and rotations separately.
00:11
First, let's make the head move with the neck,
00:14
select the neck control and then the head controls, offset group.
00:19
We need another parent constraint, but this time disable the rotate option
00:26
and apply that.
00:29
So what we have now is the head control moving with the neck,
00:33
but it's not inheriting its rotations. So it stays level
00:38
just like with the neck control.
00:39
We want the head to be able to either follow the neck and rotate with it
00:44
or stay level. So it remains in world space.
00:48
So what we need is a real world anchor for it to fix to
00:52
go to create locator to create a new locator,
00:57
rename it to World Space locator.
01:02
Now, we will be using this in a few areas of this rig to help us with space swapping.
01:07
And space swapping is simply allowing one control
01:10
to follow another or follow different ones.
01:15
Let's move it into the rig systems folder. So it will be hidden when we don't need it.
01:19
Plus it will move with the rest of the rig
01:23
and let's make it bigger. So we can see it
01:26
with that selected, also select the neck control
01:30
and finally the head control offset group because
01:34
this is what is going to be constrained
01:37
this time, create a parent constraint. But use the rotate option
01:42
if we select the constraint node. Now
01:46
you can see the two weights here.
01:49
If we set world space weight to zero,
01:53
the head control now rotates with the neck control.
01:57
If we do the opposite and set neck control weight to zero
02:02
and the world space weight to one,
02:05
the head still moves with the neck but it remains
02:07
level because it's matching the orientation of the locator.
02:11
Instead
02:12
actually let's connect the head control to the skinned joint.
02:15
So we can see this better
02:18
like with the rest of the bind joints,
02:20
we will just use a parent constraint so we can retain the animation information.
02:26
OK? That's better
02:28
the head now stays level.
02:30
OK. Let's wire this up to the attribute.
02:33
Open the node editor again
02:36
and bring in the head control
02:39
and open it up.
02:41
We need the orient neck attribute here.
02:45
Now bring in the parent constraint.
02:47
Yep this one
02:49
and open that.
02:52
So here we have the weight attributes,
02:54
neck
02:55
and world space,
02:57
connect orient neck to the neck control weight.
03:01
We now need to invert that value
03:04
to create a new reverse node,
03:07
call it head tilt reverse.
03:11
You should be used to working with this type of network now
03:14
connect orient neck to input X
03:18
and then output X to the world space locator weight.
03:22
There we can see the attributes are connected.
03:25
The animator can now blend between the two states with the orient neck attribute.
03:31
So with it set to zero, the head stays level.
03:36
If we blend it to one,
03:38
the head now moves to match the orientation of the neck control.
00:04
We're going to use a similar system to the neck,
00:07
but we want to treat the translations and rotations separately.
00:11
First, let's make the head move with the neck,
00:14
select the neck control and then the head controls, offset group.
00:19
We need another parent constraint, but this time disable the rotate option
00:26
and apply that.
00:29
So what we have now is the head control moving with the neck,
00:33
but it's not inheriting its rotations. So it stays level
00:38
just like with the neck control.
00:39
We want the head to be able to either follow the neck and rotate with it
00:44
or stay level. So it remains in world space.
00:48
So what we need is a real world anchor for it to fix to
00:52
go to create locator to create a new locator,
00:57
rename it to World Space locator.
01:02
Now, we will be using this in a few areas of this rig to help us with space swapping.
01:07
And space swapping is simply allowing one control
01:10
to follow another or follow different ones.
01:15
Let's move it into the rig systems folder. So it will be hidden when we don't need it.
01:19
Plus it will move with the rest of the rig
01:23
and let's make it bigger. So we can see it
01:26
with that selected, also select the neck control
01:30
and finally the head control offset group because
01:34
this is what is going to be constrained
01:37
this time, create a parent constraint. But use the rotate option
01:42
if we select the constraint node. Now
01:46
you can see the two weights here.
01:49
If we set world space weight to zero,
01:53
the head control now rotates with the neck control.
01:57
If we do the opposite and set neck control weight to zero
02:02
and the world space weight to one,
02:05
the head still moves with the neck but it remains
02:07
level because it's matching the orientation of the locator.
02:11
Instead
02:12
actually let's connect the head control to the skinned joint.
02:15
So we can see this better
02:18
like with the rest of the bind joints,
02:20
we will just use a parent constraint so we can retain the animation information.
02:26
OK? That's better
02:28
the head now stays level.
02:30
OK. Let's wire this up to the attribute.
02:33
Open the node editor again
02:36
and bring in the head control
02:39
and open it up.
02:41
We need the orient neck attribute here.
02:45
Now bring in the parent constraint.
02:47
Yep this one
02:49
and open that.
02:52
So here we have the weight attributes,
02:54
neck
02:55
and world space,
02:57
connect orient neck to the neck control weight.
03:01
We now need to invert that value
03:04
to create a new reverse node,
03:07
call it head tilt reverse.
03:11
You should be used to working with this type of network now
03:14
connect orient neck to input X
03:18
and then output X to the world space locator weight.
03:22
There we can see the attributes are connected.
03:25
The animator can now blend between the two states with the orient neck attribute.
03:31
So with it set to zero, the head stays level.
03:36
If we blend it to one,
03:38
the head now moves to match the orientation of the neck control.