Biped Head and Neck

Creates an Auto Rig head and neck for a biped character.

See also: Create Rig, Reconnect Part, Placer, Biped Spine

This tool puts down an Auto Rig Biped Head and Neck node and sets the hook object parameter. This tool is used for building biped characters.

Note

This body part does not use inverse kinematics, therefore does not have bones.

Using Biped Head and Neck

  1. Select the hook object.

    The hook object provides parent transforms to the body part.

  2. Click the Biped Head and Neck tool on the Auto Rigs tab.

Parameters

Hook Object

The path of the hook object.

Layer

Indicates the order for the parent’s Set Rig. For example, the character placer is set to 0, the spine is set to 1, the arms and legs are set to 2 etc. This prevents the arms from being created or set before the spine when a rig is created or modified.

Rig Path

The node on which to execute the Set Rig.

Set Rig

Sets the rig on the path indicated above.

Display Controls

Makes the controls visible or invisible.

Display Wire

Makes the wire visible or invisible.

Control Scale

Allows you to re-size the controls.

Rigging

The parameters on this tab allow you to translate the neck root, neck, head, jaw root, jaw end, and left eye. This can also be done by translating the controls in the scene view.

Additionally, you can scale the left eye and if Eye Symmetry is turn on, your changes will effect both eyes. If not, parameters will become active that allow you to change the Non Symmetrical Right Eye Translate and Non Symmetrical Right Eye Scale.

Proxy

Show

Shows the bounding geometry or proxy groups of the body part.

Cutting Handles

Hides or shows the cutting handles in wireframe or shaded modes.

The rest of the parameters on this sub-tab allow you to translate, rotate, and scale the proxy cutting controls of the head and neck. These include: neck root, neck, and head.