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Add space swapping options, which allows for parts of the rig to follow other parts, to create natural body part movement and manage the relationships between the different parts of your rig.
Type:
Tutorial
Length:
4 min.
Transcript
00:03
Let's add some space swapping options to these.
00:07
Let's also add some to the head and eye controls too.
00:11
Basically, space swapping allows part of the rig to follow another.
00:16
So for example,
00:18
with the eye controls we have here,
00:20
you can set these so they move with the head or remain in world space.
00:24
So they don't follow anything.
00:27
This is useful for keeping the eyes locked on to something
00:30
even though the rest of the body or the head is moving.
00:34
So as usual, we need a divider to separate this from the main attributes,
00:39
call this space divider
00:43
and call the first option space
00:47
and let's lock them.
00:50
I met them non cable.
00:53
Now that's added to all the selected controls,
00:56
we can deselect the head and eyes for now.
00:59
Next, we need another enum
01:01
call this follow
01:04
and use the following options,
01:06
world
01:08
cog,
01:10
hips
01:12
and clavicle.
01:15
So the control will essentially be told to follow one of these other controls.
01:20
So it acts like it's parented to them.
01:23
OK. Done.
01:25
So you will see that the arm control has
01:27
the option to also follow the clavicle control.
01:30
We also added this to the foot control too,
01:33
but we need to change this.
01:36
We don't want the foot to follow the clavicle control obviously.
01:40
Well, you might want to on your rig.
01:42
All we need to do is go to modify edit attribute so we can update it.
01:48
Let's change the last option to root instead.
01:53
So it will follow the leg's root control.
01:58
Now let's add some options for the head.
02:02
This time, we are going to use a float attribute.
02:04
So we can blend between the different states,
02:07
set the minimum and maximum values to zero and one
02:11
and call the first follow neck
02:16
and the second orient neck.
02:19
These will control how the head moves.
02:21
So the animator can essentially keep the head level as the body moves.
02:26
OK, on to the eyes now
02:30
and we are back to using an enum
02:33
set this to world
02:37
and then head.
02:39
So we want the eyes to either remain in world space or follow as the head moves.
02:45
We don't really need to add everything.
02:46
Now, we can always add more attributes as we build the rig.
02:51
Ah Yes, let's add some space swapping options to the FK limbs.
02:55
So let's select the first control on each limb
02:58
and add a space divider.
03:02
Now with the arms,
03:03
let's give the animator the option to stay in world
03:06
space or follow the clavicle like with the IK control
03:12
and the legs,
03:13
they can also stay in world space or follow the hips.
03:18
OK? So that's the main attributes added.
03:20
And like I said earlier, we can add more later if we need them
03:24
or we can easily remove them if we find that we don't.
Video transcript
00:03
Let's add some space swapping options to these.
00:07
Let's also add some to the head and eye controls too.
00:11
Basically, space swapping allows part of the rig to follow another.
00:16
So for example,
00:18
with the eye controls we have here,
00:20
you can set these so they move with the head or remain in world space.
00:24
So they don't follow anything.
00:27
This is useful for keeping the eyes locked on to something
00:30
even though the rest of the body or the head is moving.
00:34
So as usual, we need a divider to separate this from the main attributes,
00:39
call this space divider
00:43
and call the first option space
00:47
and let's lock them.
00:50
I met them non cable.
00:53
Now that's added to all the selected controls,
00:56
we can deselect the head and eyes for now.
00:59
Next, we need another enum
01:01
call this follow
01:04
and use the following options,
01:06
world
01:08
cog,
01:10
hips
01:12
and clavicle.
01:15
So the control will essentially be told to follow one of these other controls.
01:20
So it acts like it's parented to them.
01:23
OK. Done.
01:25
So you will see that the arm control has
01:27
the option to also follow the clavicle control.
01:30
We also added this to the foot control too,
01:33
but we need to change this.
01:36
We don't want the foot to follow the clavicle control obviously.
01:40
Well, you might want to on your rig.
01:42
All we need to do is go to modify edit attribute so we can update it.
01:48
Let's change the last option to root instead.
01:53
So it will follow the leg's root control.
01:58
Now let's add some options for the head.
02:02
This time, we are going to use a float attribute.
02:04
So we can blend between the different states,
02:07
set the minimum and maximum values to zero and one
02:11
and call the first follow neck
02:16
and the second orient neck.
02:19
These will control how the head moves.
02:21
So the animator can essentially keep the head level as the body moves.
02:26
OK, on to the eyes now
02:30
and we are back to using an enum
02:33
set this to world
02:37
and then head.
02:39
So we want the eyes to either remain in world space or follow as the head moves.
02:45
We don't really need to add everything.
02:46
Now, we can always add more attributes as we build the rig.
02:51
Ah Yes, let's add some space swapping options to the FK limbs.
02:55
So let's select the first control on each limb
02:58
and add a space divider.
03:02
Now with the arms,
03:03
let's give the animator the option to stay in world
03:06
space or follow the clavicle like with the IK control
03:12
and the legs,
03:13
they can also stay in world space or follow the hips.
03:18
OK? So that's the main attributes added.
03:20
And like I said earlier, we can add more later if we need them
03:24
or we can easily remove them if we find that we don't.
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