WEBVTT

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In this lesson, we're going to create the head space and I'm going to explain why that's important,

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because similar to similar to the shoulder set up that we created, we're going to create a set up like

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that for the head.

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So if we look at the controller I made between the previous lessons, I just continue the same methodology

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that we use on the spine.

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And I've created a net control here and it rotates the neck.

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But we need to make sure that it is parented to the spine.

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Otherwise, let's just turn off the polygon so you can see the joints.

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It's not following the spine, so we need to parent this to the spine, but if we did that for the head,

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which I created a con here, and I moved the control vertices up above the head and the skull.

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So it's easy to select.

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And I've placed the pivot right at the joint center here.

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So if we were to parent the head to the neck like we've done with the rest of the spine, then the rotation

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of the head would be dictated by that because it's a child.

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So if we bent the spine over, the character would be looking at the ground.

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But we didn't rotate the head to be looking at the ground.

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What if we want to keep the head rotated up?

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So to do that, we need to create a space for this.

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So and we can't use parenting.

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OK, we need to use constraints.

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So it's on parent this with shift P, and let's constrain the head here to a point up here.

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So we wanted to always follow, kind of like the shoulder.

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If we were to point constrained to this, it wouldn't matter because the point itself is never moving.

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We're rotating the neck and it's actually the point above it, the joint here that's moving.

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So let's create another locator like we've done with the shoulders and let's vertically snap it here

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to the neck or really the top of the head.

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Join here and we can just call that the head locator constrain.

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And it's apparent that to the neck hitting up and we can point constrain that because we do know that

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we always want the head itself to follow this point, but we don't want the head.

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Conaghan again, we don't want that to have all the constraints.

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So we need to create a group for it.

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So we'll hit Command G and we will get the center pivot up here by holding down D and V in middle mouse

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dragging.

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And we'll just call that the head con group and we're going to constrain the head coaching group with

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a point constraint to this locator.

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So it's like the locator, then the head can group and go constrain point.

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So now when we rotate the neck, there should follow along.

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But you can notice that the head itself is keeping its upright orientation.

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Same thing.

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If we rotate the spine all the way down to the head itself is going to be pointed upwards.

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You can see it's it's like a serving tray, like someone, a waiter coming to a table.

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They don't want to spill everything out when they bend over and set it on your table, they want to

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keep the tray upright.

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So that's a way to think of this and why that's important.

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So now let's create a space so that if we choose to have it to be that way, that the rotation of the

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head follows the spine, we have that option.

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So let's create a new attribute here.

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We'll go to add attribute with the Khan selected.

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We'll call this a follow as well.

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And it'll be an enum and we'll say body or world.

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So we'll add those two in and it's OK.

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And currently we're on world because it's staying upright.

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It's not following the body.

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The orientation isn't pulling the body.

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So let's choose world and then let's select the attribute here so that we can actually select, said

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Dervin Key.

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You have to have an attribute selected to be able to set the set driven key.

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Let's load that in is the driver at follow and then we need to create a constraint and orien constrain

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to this locator.

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So select the locator then go to the had gone.

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You go constrain Orient.

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So now what happens is it should follow the.

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Rotation of the spine, and that's what's happening, cool, so now that we have that.

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The head con is actually following the body, so let's change that back to body, let's select the constraint

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over here and it's the warning constraint that we just made and let's load that in as the driver.

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Select the head locator constraint over here and let's set a key.

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Now let's go back to the headline, let's switch this back to world, we want to get to the actual con

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itself, not the group select world.

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And then let's select the warrant constraint again so we can set that to zero.

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Basically turn that off and let's set a key there.

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So now it should be back to following the WorldSpace and staying upright.

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But if we want to switch it out now, we have it on this control itself and we don't have to go hunting

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inside the outliner for the constraints.

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So now all we have to do is just to parent this into the con group here.

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So I'm going to minimize drag that into the con group.

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And again, let's just double check that everything's working.

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Every time we do something, we need to make sure that scale and move and everything is still working.

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That appears to be the case.

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So I'll see the next lesson where we will begin to parent and scan the actual geometry to the rig.

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Thanks for watching.
