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Once the spine controls have been refined, you can configure the neck, head, and eye controls so that they move naturally, no matter if the spine is following IK or FK.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
So now the spine is rigged. It makes sense for us to continue working our way up the rig
00:09
and work on the neck, head and eyes.
00:12
We need the neck to follow the shoulders,
00:16
the head to follow the neck
00:18
and the eye controls need to be able to
00:20
switch between following the head or staying in place.
00:25
Let's focus on the neck and head first.
00:28
So let's hide the eye controls. For now
00:32
when we built the spine, we left the neck and head separate.
00:35
So they currently don't follow as it deforms.
00:38
We also kept it free of the IK and FK systems. So it's unique in a way
00:44
what this means is we now need to be able
00:46
to follow the upper spine regardless of it being animated
00:50
in IK or FK.
00:53
So it needs to follow this control
00:56
and it also needs to move with the top FK spine control too
01:03
with the head. We want this to follow the neck control,
01:07
but we also want to give the animator the flexibility to keep the head level.
01:12
So we have lots to do.
01:14
But this isn't as difficult as it sounds.
01:17
Let's find the controls in the outliner.
01:21
OK. So with these controls, what I want to do is take a more traditional route
01:26
and use constraints
01:28
more.
01:28
So,
01:29
so you can see this approach if you need to use it
01:32
or if you end up working with an older version of Maya.
01:36
So with us using constraints, this time, we need to create two offset groups,
01:42
press control NG to create an empty group.
01:45
Now create another
01:48
rename these to head control offset
01:52
and neck control offset.
01:55
Let's move these under the cog control
01:58
and they need to match the same position and orientation of the controls.
02:03
So select the neck control offset group
02:07
and the net control
02:09
and go to modify match transformations, match all transforms.
02:15
Now do the same with the head control offset group,
02:19
moving it to match the head control.
02:22
OK. Next move each control under their offset group.
02:28
You will notice now that the controls, translations have reset to zero.
02:33
This is because they are in the same place as the offset group which are their parents
02:38
and the translation values are relative to the parent.
02:43
Let's look at the neck. Now
02:45
we want it to follow the shoulder control and the upper spine
02:49
or spine three FK control.
02:53
Let's find them.
02:55
OK? Select the shoulder control
02:58
and then the spine FK control.
03:01
And finally the neck offset group
03:05
now create a parent constraint with the default values.
03:10
We can now see here the two weight values
03:13
which will allow us to move between the two controls
03:17
much like we did with the control joints.
Video transcript
00:03
So now the spine is rigged. It makes sense for us to continue working our way up the rig
00:09
and work on the neck, head and eyes.
00:12
We need the neck to follow the shoulders,
00:16
the head to follow the neck
00:18
and the eye controls need to be able to
00:20
switch between following the head or staying in place.
00:25
Let's focus on the neck and head first.
00:28
So let's hide the eye controls. For now
00:32
when we built the spine, we left the neck and head separate.
00:35
So they currently don't follow as it deforms.
00:38
We also kept it free of the IK and FK systems. So it's unique in a way
00:44
what this means is we now need to be able
00:46
to follow the upper spine regardless of it being animated
00:50
in IK or FK.
00:53
So it needs to follow this control
00:56
and it also needs to move with the top FK spine control too
01:03
with the head. We want this to follow the neck control,
01:07
but we also want to give the animator the flexibility to keep the head level.
01:12
So we have lots to do.
01:14
But this isn't as difficult as it sounds.
01:17
Let's find the controls in the outliner.
01:21
OK. So with these controls, what I want to do is take a more traditional route
01:26
and use constraints
01:28
more.
01:28
So,
01:29
so you can see this approach if you need to use it
01:32
or if you end up working with an older version of Maya.
01:36
So with us using constraints, this time, we need to create two offset groups,
01:42
press control NG to create an empty group.
01:45
Now create another
01:48
rename these to head control offset
01:52
and neck control offset.
01:55
Let's move these under the cog control
01:58
and they need to match the same position and orientation of the controls.
02:03
So select the neck control offset group
02:07
and the net control
02:09
and go to modify match transformations, match all transforms.
02:15
Now do the same with the head control offset group,
02:19
moving it to match the head control.
02:22
OK. Next move each control under their offset group.
02:28
You will notice now that the controls, translations have reset to zero.
02:33
This is because they are in the same place as the offset group which are their parents
02:38
and the translation values are relative to the parent.
02:43
Let's look at the neck. Now
02:45
we want it to follow the shoulder control and the upper spine
02:49
or spine three FK control.
02:53
Let's find them.
02:55
OK? Select the shoulder control
02:58
and then the spine FK control.
03:01
And finally the neck offset group
03:05
now create a parent constraint with the default values.
03:10
We can now see here the two weight values
03:13
which will allow us to move between the two controls
03:17
much like we did with the control joints.
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