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Chapter List
Page Two
Spine Placement
Page Three
Neck and Head
Page Four
Attaching Neck/Spine
Page Six
Orients Continued
Page Seven
Pelvis, Leg, and Foot
Page Eight
Clavicle, Arm, and Hand
Page Nine
Arm, and Hand continued
Page Ten
Keeping Things Organized
Page Eleven
Character Skinning, Part One
Page Twelve
Character Skinning, Part Two
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Here I have created a couple of empty groups. The orientGrpN_1 will
be used to hold all the orient groups I will be creating. And the
configN_1 (short for configuration) is where we will make some new
keyable attributes to control the head and neck world Up configuration.
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Select the configN_1.
Open the Modify/Add Attribute
Create a new attribute called SpineOri. In the numeric attribute properties areas
make Minimum 0, Maximum 1, and Default 0.
Click Add, and then create the same thing for the neck (neckOri), and the head
(headOri).
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Your configN_1 should look like this now. Three new attributes added at the bottom
of the channel box.
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Create three more empty groups, and label them something like the pic on the right.
All of these groups will (eventually) get parented under the orientGrpN_1. --- But First ---
Take the spineOrientGrpN_1, parent it to the spineJCon_1.
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You will now see in the channel box that it has inherited the rotate values
of the JCon. Type in 0 for all the rotate values of
the spineOrientGrpN_1 and then unparent it from the spineJCon_1.
It will have rotate values appear again after unparenting them.
(Do Not Zero Out These Attributes)
After you unparent the spineOrientGrpN_1 you should select all of the attributes in
the channel box, and lock them down. Just like you see to the left.
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Repeat the above procedure for the neckOrientGrpN_1. Parenting it to
the neckJCon_1.
And then for the headOrientGrpN_1. Parenting it to the headJCon_1.
Remember to zero the rotates only, after parenting them to the JCon_1,
and then select and lock everything down after you unparent them.
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Now, to create the orient constraints for the neck and head. We
will start with the neck. Select the neckOrientGrpN_1, then the
neckJOri_1 (at the end of the spine), and then the neckJCon_1. It
is easiest in the Outliner selecting things you want by holding down
the Ctrl to add single selctions. After all of the three are selected
in the proper order, go to Constrain/Orient. This should put an orient
constraint right below the point constraint on the neckJCon_1.
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head, you use the same procedure. Select the headOrientGrpN_1 first,
then the JOri (at the end of the neck this time) then the headJCon_1.
Add the constraint. |
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Okay, to recap what you have just learned.
Always remember when doing the orient constraints, to select the orient
group, then the JOri, then the JCon. All constraints should end up on the
JCons only. When this is all done, you can start to clean up your Outliner
a little bit by taking all the head/neck/spine orient groups and parenting them
under the OrientGrpN_1.
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