• Maya

Testing the spine controls

Test the spine controls and make adjustments, to ensure they work as intended before proceeding with the rest of your rigging process.


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.

Video 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.

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