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Use the Node Editor to update the neck control so that it moves with the shoulders.
Type:
Tutorial
Length:
2 min.
Transcript
00:04
If I rotate the FK spine, now you see the neck control moves with it,
00:08
but it's staying halfway between the IK and FK controls.
00:13
This is because both weight values are set to one.
00:16
Let's update that. Now,
00:18
open the node editor
00:20
and bring the cog control in
00:22
and also remove the shape note.
00:26
Actually, if you don't need to see the shape nodes,
00:29
when you import things into the node editor, you can simply disable it up here,
00:34
just go to the display menu
00:36
and select no shapes.
00:38
Now it's gone.
00:40
And if we load the cog in again,
00:42
we're not getting those shape nodes.
00:45
OK?
00:45
We also need to bring in the reverse node which
00:48
we used earlier to control the IK and FK blending.
00:51
Let's graph this
00:54
and remove what we don't need.
00:58
OK.
00:58
Now we need the parent constraint node we added to the neck controls, offset group.
01:04
If you remember,
01:05
we connected the IKFK switch attribute directly to our FK controls and joints.
01:12
So let's connect it again. But this time to the spine three FK weight,
01:18
we used the reverse node to invert the IKFK switch value.
01:23
So the IK did the opposite of the FK
01:26
so we can use it again here and connect
01:29
its output X attribute to the shoulder control weight.
01:33
What we are doing is recycling the nodes
01:36
so we don't bloat the scene with systems that do the same thing.
01:41
You can see the weights up here.
01:43
The shoulder is now at zero whereas the spine FK
01:46
is set to one.
01:49
So the ne should now follow the FK controls.
01:53
Yeah, it is good.
01:55
We can use the IKFK switch attribute to blend the spine back to the IK controls
02:02
and the neck follows
02:04
it's now stuck to the shoulder control.
02:08
So that's the net control updated.
Video transcript
00:04
If I rotate the FK spine, now you see the neck control moves with it,
00:08
but it's staying halfway between the IK and FK controls.
00:13
This is because both weight values are set to one.
00:16
Let's update that. Now,
00:18
open the node editor
00:20
and bring the cog control in
00:22
and also remove the shape note.
00:26
Actually, if you don't need to see the shape nodes,
00:29
when you import things into the node editor, you can simply disable it up here,
00:34
just go to the display menu
00:36
and select no shapes.
00:38
Now it's gone.
00:40
And if we load the cog in again,
00:42
we're not getting those shape nodes.
00:45
OK?
00:45
We also need to bring in the reverse node which
00:48
we used earlier to control the IK and FK blending.
00:51
Let's graph this
00:54
and remove what we don't need.
00:58
OK.
00:58
Now we need the parent constraint node we added to the neck controls, offset group.
01:04
If you remember,
01:05
we connected the IKFK switch attribute directly to our FK controls and joints.
01:12
So let's connect it again. But this time to the spine three FK weight,
01:18
we used the reverse node to invert the IKFK switch value.
01:23
So the IK did the opposite of the FK
01:26
so we can use it again here and connect
01:29
its output X attribute to the shoulder control weight.
01:33
What we are doing is recycling the nodes
01:36
so we don't bloat the scene with systems that do the same thing.
01:41
You can see the weights up here.
01:43
The shoulder is now at zero whereas the spine FK
01:46
is set to one.
01:49
So the ne should now follow the FK controls.
01:53
Yeah, it is good.
01:55
We can use the IKFK switch attribute to blend the spine back to the IK controls
02:02
and the neck follows
02:04
it's now stuck to the shoulder control.
02:08
So that's the net control updated.
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