Rigging & Skinning 101 - Neck and Grouping
3 new joints, representing the top of the
neck and the head. The rig is a total of 22 units high. New joints are the
parented to the first neck joint, which was created during the spine process.
The head is now connected to the rest of the rig.
Two additional joints with a smaller
radius represent the jaw.
One eye is parented to the first head
joint, then mirrored to create both eyes.
Controls can now be created for the new
head joints. These need to labelled and their pivot points moved to the
relating joints.
Arrows are ‘point and oriented’ to the
corresponding joints. ‘Maintain offset’ should be ticked in both option menus.
Connections are made, and the attributes
are given a minimum and maximum movement radius, cleaning up these new head
controls. This process is the same as the arm controls.
This rig is easy to modify and very
versatile. The legs can be
copied over, the eye can be changed to a singular one etc. This rig can be used
to match a character being worked-on, so it’ll be useful to keep this completed
rig stored and safe, ready to be adapted.
To finalise, a main control is added and
linked through the connection editor. Then, all aspects of the rig are grouped
accordingly so that the outliner is clean and tidy.
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