In Part 2, we will work on the Neck, Head and Eyes. We will add 'space switching' to the Head and Eyes using constraints.

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  • harryabreu 5 years, 10 months ago  | 

    Thank you very much :)

  • IceBar0n 5 years, 10 months ago  | 

    Thank you Michael !!!

  • KwKw 4 years, 7 months ago  | 

    Thank you !!!!

  • Flakelace 4 years, 5 months ago  | 

    Hey Michael, thank you very much for the tutorial.

    I just noticed in this part, that the space switching is not working as expected, since your jaw and head control is shifting around and actually get some rotation input on the bone.
    On my side I was able to fix it by setting the space switch blend (in "head_bone1_auto") we created, to rotation and scale and unticked the Translation.
    I also needed to put the weight of blend0 to "0" to make it work.
    Does that make sense? or is there a smarter way to get it right?
    would be happy about any explanation because I'm not quite sure why it works now :)
    Not sure if my way could lead to any errors in scaling or so later on.

    Sorry in advance if thats going to be explained later on in the tutorials.

    Happy rigging everyone :)

    • Janovich 4 years, 5 months ago  | 

      Yes I noticed the same thing. The first blendinput needs to be zero. It's does the same as ' following the neck' , as it does so automatically from the control hierarchy without a constraint already. I also unticked the translate because the locators are not following the location of the neck, and we only need their orientation. As far as I can see it will not lead to scaling issues, because the scaling happens on the master level.
      (All this becomes more understandable if you make the four locators visible and check out where they are doing when using the controls, you'll be able to see more clearly which one drives the neck rotation that way)

      All the best, Jan

      • Flakelace 4 years, 5 months ago  | 

        I see, that makes totally sense. Thank you for the explanation!

  • Janovich 4 years, 5 months ago  | 

    For the neckspace locator inputs of the blend parent constraints, make sure they are wired in the blend_parents node in the right order, otherwise the expressions will not correspond with the headspace menu numbering.

  • Zigmund 3 years, 11 months ago  | 

    Hey Michael. Thank you for the work you do.
    Could you please provide more clarification? what is this FK-control script for? why does it create 2 additional nulls (offset and auto) and why this approach is better than just having 1 null with constraints?
    Thanks in advance,

    • goldfarb 3 years, 10 months ago  | 

      This tutorial was based on one that had been recommended a number of times, so many of the details were intended to be similar - but if you wanted to make some changes you're free to do so - as long as they work :)

      • Zigmund 3 years, 10 months ago  | 

        I mean, I didn't get the purpose of these 3 nulls, created by the script and i wanted to understand the logic, which stands behind this approach. By the way which tutorial do you mean? It would be nice to see some fundamental rigging tutorial without reference to a specific dcc software:)

  • dddmod___ 3 years, 9 months ago  | 

    Hello Michael! I am doing a rig following your lesson and am faced with the fact that the saved asset does not match the created one. The length of the bones has changed. What is the reason? Here is a video screenshot with an example
    and here you can download scenes

  • dddmod___ 3 years, 9 months ago  | 

    And one more question. When I move the head controller, the controller that the eyes are looking at is moving in slow motion. It seems that I did everything as you did in the lesson, but as a result it does not work for me as shown in the lesson. You can see here what I mean \
    And here you can download the scene

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