& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Test the spine controls and make adjustments, to ensure they work as intended before proceeding with the rest of your rigging process.
Transcript
00:04
So we can move his torso,
00:06
control the hips independently
00:11
and also pose the spine.
00:14
The beauty of this being a spline
00:15
I care based spine is we can also pull it around too
00:19
using the transform attributes.
00:22
Don't forget we also have the FK controls for more flexibility.
00:27
Let's reset everything
00:30
before we move on though. We need to do some more tests.
00:33
And this time, we need to see how it works with the root control.
00:38
It's always worth testing things like this as you go
00:42
just so you can eliminate potential issues early on.
00:47
So it looks stable enough so far,
00:51
let's move those control joints into the spine group.
00:57
Ah You see
00:58
as we rotate the upper body is moving away from the rig,
01:03
let's move the curve and IK handle into the spine group two.
01:08
First, I'm going to unlock the curve because if the translations change,
01:12
it will jump off the rig.
01:15
OK. That looks worse. Now,
01:17
let's undo. So everything moves back out of the spine group.
01:22
The problem is the pivot for the spine group is here around his core.
01:27
Ideally, we need it to be back at the world root.
01:30
So everything pivots with the root control.
01:33
Create a new group,
01:35
call this spine group.
01:38
We can see the pivot is in the right place this time.
01:42
Let's move everything into this new group
01:45
and delete the old one.
01:48
Now move the new spine group to the rig systems, folder
01:51
and parent all the other spine elements to the spine group.
01:56
Let's try the root rotation again.
01:59
OK. Much better.
02:01
So they are now pivoting around the root controls, pivot.
02:04
So the spine is staying in position.
02:08
OK. It seems we have another problem. Now,
02:11
the spine isn't twisting with the root control.
02:15
If we bring back the skeleton,
02:18
you can see the spine, joints have separated here.
02:22
What we need to do is add the root controls, rotate Y attribute
02:26
into the fame network we u for the lower spine and hip controls.
02:30
So it effectively adds to the IK handle raw value.
02:35
Let's go back into the node editor
02:39
and find the hip twist plus minus average node.
02:44
All we need to do is connect, rotate Y from the root control to input one D three,
02:50
adding another value to the node.
02:53
You'll see now the spine has snapped into place.
02:56
And if we test it, you can see it's moving with the root control. Now.
00:04
So we can move his torso,
00:06
control the hips independently
00:11
and also pose the spine.
00:14
The beauty of this being a spline
00:15
I care based spine is we can also pull it around too
00:19
using the transform attributes.
00:22
Don't forget we also have the FK controls for more flexibility.
00:27
Let's reset everything
00:30
before we move on though. We need to do some more tests.
00:33
And this time, we need to see how it works with the root control.
00:38
It's always worth testing things like this as you go
00:42
just so you can eliminate potential issues early on.
00:47
So it looks stable enough so far,
00:51
let's move those control joints into the spine group.
00:57
Ah You see
00:58
as we rotate the upper body is moving away from the rig,
01:03
let's move the curve and IK handle into the spine group two.
01:08
First, I'm going to unlock the curve because if the translations change,
01:12
it will jump off the rig.
01:15
OK. That looks worse. Now,
01:17
let's undo. So everything moves back out of the spine group.
01:22
The problem is the pivot for the spine group is here around his core.
01:27
Ideally, we need it to be back at the world root.
01:30
So everything pivots with the root control.
01:33
Create a new group,
01:35
call this spine group.
01:38
We can see the pivot is in the right place this time.
01:42
Let's move everything into this new group
01:45
and delete the old one.
01:48
Now move the new spine group to the rig systems, folder
01:51
and parent all the other spine elements to the spine group.
01:56
Let's try the root rotation again.
01:59
OK. Much better.
02:01
So they are now pivoting around the root controls, pivot.
02:04
So the spine is staying in position.
02:08
OK. It seems we have another problem. Now,
02:11
the spine isn't twisting with the root control.
02:15
If we bring back the skeleton,
02:18
you can see the spine, joints have separated here.
02:22
What we need to do is add the root controls, rotate Y attribute
02:26
into the fame network we u for the lower spine and hip controls.
02:30
So it effectively adds to the IK handle raw value.
02:35
Let's go back into the node editor
02:39
and find the hip twist plus minus average node.
02:44
All we need to do is connect, rotate Y from the root control to input one D three,
02:50
adding another value to the node.
02:53
You'll see now the spine has snapped into place.
02:56
And if we test it, you can see it's moving with the root control. Now.