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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
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How to add crucial joints for the head and eyes, and ensure the constraints are correct.
Type:
Tutorial
Length:
2 min.
Transcript
00:03
Let's add the head and eyes next
00:07
for the head, we can simply duplicate the neck joint,
00:11
just select it and press control and D
00:15
and move this up to where the base of the skull would be or the top of the spine.
00:20
On a human model. This is usually just behind the ears.
00:24
We need this to be parented to the neck joint. So select it and then press P
00:30
now duplicate the head joint and move it over to the eye
00:33
a quick way to get the joint into the exact center of the eye is to select the eye model.
00:38
And then the joint
00:42
now go to constrain point.
00:44
This will attach the joint to the model using a constraint.
00:48
If we have maintained offset disabled, the joint will move,
00:52
but it's also connected it too.
00:54
So if we move the eye model, the joint would follow
00:57
what we need to do. Now is remove this connection.
01:01
If we go back into the outliner
01:06
and find that joint,
01:08
you will see it has a point constraint node attached,
01:11
simply delete this to free the joint.
01:15
Another alternative to using a point constraint would
01:17
be to use Mayer match transformations tool.
01:21
You can find this in the modify menu.
01:24
Just one thing to note if your eye model isn't completely spherical.
01:28
Like in this example,
01:29
this method will only constrain it to the middle of the geometry,
01:33
not the actual sphere.
01:36
In that instance,
01:37
simply move the joint back once the constraint
01:39
is deleted or you have positioned the joint,
01:42
all we need to do now is parent this eye joint to the head joint.
01:46
So the eye will move with the head.
Video transcript
00:03
Let's add the head and eyes next
00:07
for the head, we can simply duplicate the neck joint,
00:11
just select it and press control and D
00:15
and move this up to where the base of the skull would be or the top of the spine.
00:20
On a human model. This is usually just behind the ears.
00:24
We need this to be parented to the neck joint. So select it and then press P
00:30
now duplicate the head joint and move it over to the eye
00:33
a quick way to get the joint into the exact center of the eye is to select the eye model.
00:38
And then the joint
00:42
now go to constrain point.
00:44
This will attach the joint to the model using a constraint.
00:48
If we have maintained offset disabled, the joint will move,
00:52
but it's also connected it too.
00:54
So if we move the eye model, the joint would follow
00:57
what we need to do. Now is remove this connection.
01:01
If we go back into the outliner
01:06
and find that joint,
01:08
you will see it has a point constraint node attached,
01:11
simply delete this to free the joint.
01:15
Another alternative to using a point constraint would
01:17
be to use Mayer match transformations tool.
01:21
You can find this in the modify menu.
01:24
Just one thing to note if your eye model isn't completely spherical.
01:28
Like in this example,
01:29
this method will only constrain it to the middle of the geometry,
01:33
not the actual sphere.
01:36
In that instance,
01:37
simply move the joint back once the constraint
01:39
is deleted or you have positioned the joint,
01:42
all we need to do now is parent this eye joint to the head joint.
01:46
So the eye will move with the head.
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