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The Basic Neck and Head

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I hope that this is easy enough to follow so far.
But don't worry. I'll go over the same topics more than once.
On a side note, it took me many hours to learn this.
So don't get discouraged.


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Page Two
Spine Placement

Page Four
Attaching Neck/Spine

Page Five
Begin Orient Constraints

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

The drawing of the neck is exactly the same as the spine. As with all other drawing tools in Maya, remember to use the Backspace key and not the delete key if you don't like where you have placed the joint.
A quick way to make the joints exactly the same distance away in Translate X is to use the trusty mel command "select -hi;" again. Select the second joint, then select the heirarchy and adjust the number in the channel box to where you think it looks good.
Again we do the rotation test. Using the mel command "select -hi;" I also want to make this rotate on the Z axis. I had to modify two joints again in the Attribute Editor, flipping their Orient Axis, to get them to rotate correctly.
Use a point snap (hotkey V) to snap the neckJA_1 to the spineJEnd_1.
Remember that all of these chains of bones need to remain seperate. We will use Point Constraints and other animation controls to hold the whole skeleton together.
My version on the head will be very simple for now. The jaw is a seperate bone, parented to the headJA_1 joint. The headJA_1 joint is also only point snapped to the neck joints for now.
For movement of the jaw I chose the Z axis (-Z close; +Z open)
Next I will start connecting things with Point Constraints. Just make that you point snap everything into place. (neck to spine, and, head to neck) In the picture the spineJA_ 1 chain is visible but not opened yet.
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