














Use the Node Editor to edit the twist for the spine joints, so that the movement of the torso is natural.
Transcript
00:04
We can now manipulate the shoulders
00:06
but you will see nothing seems to happen. If I twist them
00:10
the same with the other controls,
00:12
we can rotate them. So he bends back and forth,
00:16
we can also wiggle his hips
00:18
but there is no twist registering.
00:22
Let's update the scene a little so we can see what's going on.
00:26
So I'm just gonna turn on wireframe
00:29
and show the joints
00:31
and let's also display the local rotational axes.
00:35
Now, you can see if we twist the lower and upper controls,
00:39
the spine joints aren't twisting with them.
00:43
If we look at the Spline IK handle,
00:45
we have two attributes,
00:47
roll and twist.
00:50
If we are just twist, we get the movement we need in the upper spine.
00:55
If we just roll. Now, the whole spine rotates
00:59
which isn't ideal, but it gives us something to work with.
01:03
Ok, let's go back to the node editor and wire these up.
01:06
So the controls activate these attributes and give us the twisting in the spine.
01:12
Let's clear this
01:14
and bring in the hip control
01:17
also bring in the blind I care handle too.
01:20
Let's open these.
01:23
So it looks like the rotate Y attribute should make the spine twist.
01:28
So let's use that to drive the roll attribute,
01:32
connect rotate wire to roll.
01:36
Now as we rotate it, the spine moves with it. Great.
01:41
That's more how you would expect the spine control to affect the spine.
01:46
What would be better is if we could change this. So it only affected the lower spine.
01:51
So then we could just control the upper spine with a shoulder control.
01:55
We basically need to twist the shoulders back.
01:58
So the role attribute doesn't appear to affect them.
02:01
So we can do this with the twist attribute,
02:04
we can take away the twist value from the roll attribute value to cancel it out,
02:10
press tab and create a new multiply divide node
02:14
and open it up
02:16
this node will let you multiply or divide one value by another.
02:21
So we can use it with the twist attribute,
02:24
connect rotate wire to input one X.
02:28
So there we have the controls Y rotation
02:30
and it's currently being multiplied by a value of one
02:34
which is the input to X attribute here.
02:37
If we change this to minus one,
02:40
what that's going to do is invert the rotation value.
02:43
So effectively making it a negative number.
02:46
Now let's connect the result of that
02:48
from output X
02:50
into the twist attribute on the IK handle.
02:54
So now the upper spine is more stable because
02:57
the twist attribute is taking away the rotation.
03:00
So pulling it back into position,
03:03
the hips look much better. Now they move independently of the rest of the spine.
03:09
Let's quickly rename this before we lose track of what it does.
03:12
Twist, offset, multi.
00:04
We can now manipulate the shoulders
00:06
but you will see nothing seems to happen. If I twist them
00:10
the same with the other controls,
00:12
we can rotate them. So he bends back and forth,
00:16
we can also wiggle his hips
00:18
but there is no twist registering.
00:22
Let's update the scene a little so we can see what's going on.
00:26
So I'm just gonna turn on wireframe
00:29
and show the joints
00:31
and let's also display the local rotational axes.
00:35
Now, you can see if we twist the lower and upper controls,
00:39
the spine joints aren't twisting with them.
00:43
If we look at the Spline IK handle,
00:45
we have two attributes,
00:47
roll and twist.
00:50
If we are just twist, we get the movement we need in the upper spine.
00:55
If we just roll. Now, the whole spine rotates
00:59
which isn't ideal, but it gives us something to work with.
01:03
Ok, let's go back to the node editor and wire these up.
01:06
So the controls activate these attributes and give us the twisting in the spine.
01:12
Let's clear this
01:14
and bring in the hip control
01:17
also bring in the blind I care handle too.
01:20
Let's open these.
01:23
So it looks like the rotate Y attribute should make the spine twist.
01:28
So let's use that to drive the roll attribute,
01:32
connect rotate wire to roll.
01:36
Now as we rotate it, the spine moves with it. Great.
01:41
That's more how you would expect the spine control to affect the spine.
01:46
What would be better is if we could change this. So it only affected the lower spine.
01:51
So then we could just control the upper spine with a shoulder control.
01:55
We basically need to twist the shoulders back.
01:58
So the role attribute doesn't appear to affect them.
02:01
So we can do this with the twist attribute,
02:04
we can take away the twist value from the roll attribute value to cancel it out,
02:10
press tab and create a new multiply divide node
02:14
and open it up
02:16
this node will let you multiply or divide one value by another.
02:21
So we can use it with the twist attribute,
02:24
connect rotate wire to input one X.
02:28
So there we have the controls Y rotation
02:30
and it's currently being multiplied by a value of one
02:34
which is the input to X attribute here.
02:37
If we change this to minus one,
02:40
what that's going to do is invert the rotation value.
02:43
So effectively making it a negative number.
02:46
Now let's connect the result of that
02:48
from output X
02:50
into the twist attribute on the IK handle.
02:54
So now the upper spine is more stable because
02:57
the twist attribute is taking away the rotation.
03:00
So pulling it back into position,
03:03
the hips look much better. Now they move independently of the rest of the spine.
03:09
Let's quickly rename this before we lose track of what it does.
03:12
Twist, offset, multi.