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.
This body part does not use inverse kinematics, therefore does not have bones.
Using Biped Head and Neck
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Select the hook object.
The hook object provides parent transforms to the body part.
-
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.