














Test the spine controls and make adjustments, to ensure they work as intended before proceeding with the rest of your rigging process.
Transcript
00:04
So we can move his torso,
00:06
control the hips independently
00:11
and also pose the spine.
00:14
The beauty of this being a spline
00:15
I care based spine is we can also pull it around too
00:19
using the transform attributes.
00:22
Don't forget we also have the FK controls for more flexibility.
00:27
Let's reset everything
00:30
before we move on though. We need to do some more tests.
00:33
And this time, we need to see how it works with the root control.
00:38
It's always worth testing things like this as you go
00:42
just so you can eliminate potential issues early on.
00:47
So it looks stable enough so far,
00:51
let's move those control joints into the spine group.
00:57
Ah You see
00:58
as we rotate the upper body is moving away from the rig,
01:03
let's move the curve and IK handle into the spine group two.
01:08
First, I'm going to unlock the curve because if the translations change,
01:12
it will jump off the rig.
01:15
OK. That looks worse. Now,
01:17
let's undo. So everything moves back out of the spine group.
01:22
The problem is the pivot for the spine group is here around his core.
01:27
Ideally, we need it to be back at the world root.
01:30
So everything pivots with the root control.
01:33
Create a new group,
01:35
call this spine group.
01:38
We can see the pivot is in the right place this time.
01:42
Let's move everything into this new group
01:45
and delete the old one.
01:48
Now move the new spine group to the rig systems, folder
01:51
and parent all the other spine elements to the spine group.
01:56
Let's try the root rotation again.
01:59
OK. Much better.
02:01
So they are now pivoting around the root controls, pivot.
02:04
So the spine is staying in position.
02:08
OK. It seems we have another problem. Now,
02:11
the spine isn't twisting with the root control.
02:15
If we bring back the skeleton,
02:18
you can see the spine, joints have separated here.
02:22
What we need to do is add the root controls, rotate Y attribute
02:26
into the fame network we u for the lower spine and hip controls.
02:30
So it effectively adds to the IK handle raw value.
02:35
Let's go back into the node editor
02:39
and find the hip twist plus minus average node.
02:44
All we need to do is connect, rotate Y from the root control to input one D three,
02:50
adding another value to the node.
02:53
You'll see now the spine has snapped into place.
02:56
And if we test it, you can see it's moving with the root control. Now.
00:04
So we can move his torso,
00:06
control the hips independently
00:11
and also pose the spine.
00:14
The beauty of this being a spline
00:15
I care based spine is we can also pull it around too
00:19
using the transform attributes.
00:22
Don't forget we also have the FK controls for more flexibility.
00:27
Let's reset everything
00:30
before we move on though. We need to do some more tests.
00:33
And this time, we need to see how it works with the root control.
00:38
It's always worth testing things like this as you go
00:42
just so you can eliminate potential issues early on.
00:47
So it looks stable enough so far,
00:51
let's move those control joints into the spine group.
00:57
Ah You see
00:58
as we rotate the upper body is moving away from the rig,
01:03
let's move the curve and IK handle into the spine group two.
01:08
First, I'm going to unlock the curve because if the translations change,
01:12
it will jump off the rig.
01:15
OK. That looks worse. Now,
01:17
let's undo. So everything moves back out of the spine group.
01:22
The problem is the pivot for the spine group is here around his core.
01:27
Ideally, we need it to be back at the world root.
01:30
So everything pivots with the root control.
01:33
Create a new group,
01:35
call this spine group.
01:38
We can see the pivot is in the right place this time.
01:42
Let's move everything into this new group
01:45
and delete the old one.
01:48
Now move the new spine group to the rig systems, folder
01:51
and parent all the other spine elements to the spine group.
01:56
Let's try the root rotation again.
01:59
OK. Much better.
02:01
So they are now pivoting around the root controls, pivot.
02:04
So the spine is staying in position.
02:08
OK. It seems we have another problem. Now,
02:11
the spine isn't twisting with the root control.
02:15
If we bring back the skeleton,
02:18
you can see the spine, joints have separated here.
02:22
What we need to do is add the root controls, rotate Y attribute
02:26
into the fame network we u for the lower spine and hip controls.
02:30
So it effectively adds to the IK handle raw value.
02:35
Let's go back into the node editor
02:39
and find the hip twist plus minus average node.
02:44
All we need to do is connect, rotate Y from the root control to input one D three,
02:50
adding another value to the node.
02:53
You'll see now the spine has snapped into place.
02:56
And if we test it, you can see it's moving with the root control. Now.