Animation Rig Quadruped Head and Neck
object
Provides parameters to animate the head and neck for a quadruped character.
Parameters
|
Display Bodypart |
Toggles the display of proxy geometry for the head and neck. |
Animation
|
Control LOD |
Changes the level of display for the head and neck controls. |
|
Set Animation Defaults |
Sets the animation parameter values to their default values. |
Head Space Blend
|
Translate/Rotate World Head Space Blend |
Controls to translate and rotate the world head space blend. |
|
Stretch Ratio |
Controls the stretch ratio for IK body parts. A value of 0 is no stretch, and a value of 1 is full stretch. Stretch is a percentage of the distance between the end of the bone and IK control. |
The rest of the controls on this tab are for translating and rotating different parts of the head and neck.
Rigging
|
Hook Object |
The path of the hook object. Note
The hook object provides parent transforms to the body part. |
|
Hook Controls |
References to global character placer so the head and neck move relative to it. |
Pretransforms
Provides controls to change the pretransform positions of the parts of the head and neck.
Bone Lengths
Provides controls to set the bone lengths for the head and neck bones.
Kinematic Solvers
Points to the kinematic solvers for the neck and head.
Hook Out Rotations
Provides controls to set the hook out rotations for the neck bones, neck bone end, and hook out head.
Preferences
|
Display Bones |
Toggles the display of bones on the rig. |
|
Display Animation Controls |
Toggles the display of animation controls on the rig. |
|
Display Proxy Geometry |
Toggles the display of the proxy geometry for the body part. |
|
Control Scale |
Modify the per-part control scale. |
|
Control Color |
Modify the per-part control color. |
Control Level of Detail
These parameters allow you to modify the display of the neck, head, head gimbal, jaw, eyes look at, left/right eye look at, and left/right eye.
Usages in other examples
| Example name | Example for |
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