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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Refine the spine IK controls and orientations for the shoulder, chest, and hip joints for greater control over the torso.
Type:
Tutorial
Length:
5 min.
Transcript
00:04
Let's switch to ICA now.
00:06
So here are the main controls.
00:08
Let's collapse these in the outliner
00:11
and find the control joints.
00:16
The first thing we need to do is create a series of control joints.
00:21
Now, these aren't the same as the control joints we created previously.
00:25
I know it sounds a little confusing and thinking back,
00:28
maybe I should call these different names.
00:31
But anyway,
00:33
so instead
00:34
these joints will be what the controls drive because we
00:37
don't want them to influence the spine joints directly,
00:41
duplicate the IK spine, pelvis joint
00:44
and move it out of the hierarchy.
00:47
Let's hide the model for now.
00:49
We have three main controls here.
00:52
So we only need the joints that are in these areas.
00:55
So let's keep those
00:57
and remove the ones we don't need
00:60
and let's rename them. So they have underscore control joint at the end
01:05
again. So we know what they are
01:08
actually let's call this mid spine control joint
01:13
and this upper spine control joint
01:15
to make things clearer
01:18
and get rid of this one.
01:20
Let's change the radius. So they are a little bit more obvious,
01:25
maybe four.
01:26
OK. That's better
01:28
what we need to do. Next is update the orientation of this joint.
01:32
So it matches the shoulder control.
01:35
As you can see, it just needs to be back at the world orientation.
01:40
Actually, let's update the color first.
01:45
We'll just make them green for now.
01:48
We also need to reset the Pelvis control joint here too.
01:52
So it matches the control, select them both
01:55
and go to skeleton
01:57
orient joint and open the options.
02:00
We just need this set to orient joint world.
02:03
Perfect.
02:04
Apply that.
02:06
OK, good
02:07
orientation's fixed.
02:10
We need them to match the controls. So we don't get an offset when we connect them.
02:15
What we are going to do now is clean up the values again,
02:18
just like we did with the controls.
02:20
So we simply move the attributes here down to the offset parent matrix tab
02:25
or use the script.
02:27
OK. That's done.
02:29
And this one,
02:31
although
02:32
did you spot that it moved slightly?
02:34
That's because we again have a value here on the joint orient attributes.
02:39
So we just need to zero that out to move it back just like we did with the spine,
02:45
you see the pelvis joint is already at zero. So it didn't move.
02:49
OK, reset the upper joint. Now,
02:52
now we want these controls to move the joints.
02:57
So back to the note editor,
02:59
bring in the main controls, but instead of the pelvis control,
03:03
use the hip control instead
03:05
using this will give us the ability to wiggle the hips.
03:08
Now bring in the control joints
03:11
and organize these.
03:14
OK. So we are going to tackle this a little differently to the FK controls.
03:19
This time connects the world matrix zero attributes on the controls
03:24
to the offset parent matrix attributes on the joints.
03:28
We use this option because the joints aren't in a hierarchy.
03:32
So you will notice that the upper spine joint has moved away now which we don't want.
03:37
What has happened is that the shoulder control
03:40
has got an offset applied to it already.
03:42
And this may be that I froze the transforms on it when I shouldn't have,
03:47
we can easily fix this though.
03:49
So if this happens to you just follow the following steps.
03:53
So let's undo that connection for now.
03:56
And let's find the control
03:59
now move it out of the hierarchy.
04:01
So we get the true translation values in the channel box.
04:05
We need to remove the offset we added in the offset parent matrix tab
04:10
in the attribute editor.
04:12
All we do is right click and select set matrix to identity.
04:16
So what we should have now are values which are the distance from the world route.
04:22
If we reset them,
04:23
the control should move back to the grid.
04:27
Ah You see there's an offset here,
04:30
it's not sat at the world root.
04:32
So it's this offset that's being passed to the joint when we connect it.
04:37
OK, let's hold X and snap this back.
04:40
Now we can freeze the transforms to reset it.
04:44
OK. Now reposition the control. So it's back up with the control joint
04:49
and move it back into the hierarchy. So under the chess control,
04:54
what we have now is an exact offset from the world root relative to the parent nerds.
05:00
So we can clear this. Now we have the correct values
05:05
again, just moving the values down to the offset parent matrix tab.
05:10
Now when we connect world matrix zero to offset parent matrix,
05:15
it doesn't move perfect.
05:17
And the joint now follows the control.
05:21
There we go. They all follow.
Video transcript
00:04
Let's switch to ICA now.
00:06
So here are the main controls.
00:08
Let's collapse these in the outliner
00:11
and find the control joints.
00:16
The first thing we need to do is create a series of control joints.
00:21
Now, these aren't the same as the control joints we created previously.
00:25
I know it sounds a little confusing and thinking back,
00:28
maybe I should call these different names.
00:31
But anyway,
00:33
so instead
00:34
these joints will be what the controls drive because we
00:37
don't want them to influence the spine joints directly,
00:41
duplicate the IK spine, pelvis joint
00:44
and move it out of the hierarchy.
00:47
Let's hide the model for now.
00:49
We have three main controls here.
00:52
So we only need the joints that are in these areas.
00:55
So let's keep those
00:57
and remove the ones we don't need
00:60
and let's rename them. So they have underscore control joint at the end
01:05
again. So we know what they are
01:08
actually let's call this mid spine control joint
01:13
and this upper spine control joint
01:15
to make things clearer
01:18
and get rid of this one.
01:20
Let's change the radius. So they are a little bit more obvious,
01:25
maybe four.
01:26
OK. That's better
01:28
what we need to do. Next is update the orientation of this joint.
01:32
So it matches the shoulder control.
01:35
As you can see, it just needs to be back at the world orientation.
01:40
Actually, let's update the color first.
01:45
We'll just make them green for now.
01:48
We also need to reset the Pelvis control joint here too.
01:52
So it matches the control, select them both
01:55
and go to skeleton
01:57
orient joint and open the options.
02:00
We just need this set to orient joint world.
02:03
Perfect.
02:04
Apply that.
02:06
OK, good
02:07
orientation's fixed.
02:10
We need them to match the controls. So we don't get an offset when we connect them.
02:15
What we are going to do now is clean up the values again,
02:18
just like we did with the controls.
02:20
So we simply move the attributes here down to the offset parent matrix tab
02:25
or use the script.
02:27
OK. That's done.
02:29
And this one,
02:31
although
02:32
did you spot that it moved slightly?
02:34
That's because we again have a value here on the joint orient attributes.
02:39
So we just need to zero that out to move it back just like we did with the spine,
02:45
you see the pelvis joint is already at zero. So it didn't move.
02:49
OK, reset the upper joint. Now,
02:52
now we want these controls to move the joints.
02:57
So back to the note editor,
02:59
bring in the main controls, but instead of the pelvis control,
03:03
use the hip control instead
03:05
using this will give us the ability to wiggle the hips.
03:08
Now bring in the control joints
03:11
and organize these.
03:14
OK. So we are going to tackle this a little differently to the FK controls.
03:19
This time connects the world matrix zero attributes on the controls
03:24
to the offset parent matrix attributes on the joints.
03:28
We use this option because the joints aren't in a hierarchy.
03:32
So you will notice that the upper spine joint has moved away now which we don't want.
03:37
What has happened is that the shoulder control
03:40
has got an offset applied to it already.
03:42
And this may be that I froze the transforms on it when I shouldn't have,
03:47
we can easily fix this though.
03:49
So if this happens to you just follow the following steps.
03:53
So let's undo that connection for now.
03:56
And let's find the control
03:59
now move it out of the hierarchy.
04:01
So we get the true translation values in the channel box.
04:05
We need to remove the offset we added in the offset parent matrix tab
04:10
in the attribute editor.
04:12
All we do is right click and select set matrix to identity.
04:16
So what we should have now are values which are the distance from the world route.
04:22
If we reset them,
04:23
the control should move back to the grid.
04:27
Ah You see there's an offset here,
04:30
it's not sat at the world root.
04:32
So it's this offset that's being passed to the joint when we connect it.
04:37
OK, let's hold X and snap this back.
04:40
Now we can freeze the transforms to reset it.
04:44
OK. Now reposition the control. So it's back up with the control joint
04:49
and move it back into the hierarchy. So under the chess control,
04:54
what we have now is an exact offset from the world root relative to the parent nerds.
05:00
So we can clear this. Now we have the correct values
05:05
again, just moving the values down to the offset parent matrix tab.
05:10
Now when we connect world matrix zero to offset parent matrix,
05:15
it doesn't move perfect.
05:17
And the joint now follows the control.
05:21
There we go. They all follow.
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