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It s completely reasonable to have a separate control for the head and the neck After all, while the neck and head may twist in the same direction, the head pivots up and down and side to side from the location of the head joint But, instead of building multiple controls for each, let s cheat a little and create one control that will give us this kind of behavior all in one package To do this, we will make use of direct connections and multiplyDivide utility nodes
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For the head, we ll create a NURBS circle The big lesson here is that this circle needs to be oriented to the joint that it is going to control and then have its rotations set to zero without freezing transforms Otherwise, the control s rotation axis will be out of sync with the joints
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Choose Create | NURBS Primitives | Circle r Make sure the Axis attribute is set to Y and create the circle Name it headCTRL To orient one object to another, we will utilize some of the concepts discussed in 9 regarding the spaces that objects are transformed in To show the importance of this application, we will parent this circle to the head_1 joint The translations and rotations should all be set to zero The result will be that, relative to its parent object, the circle will be positioned and oriented directly on top of the head_1 joint However, we cannot have a control object be a child of an object that we wish to control That would create a looping, feedback cycle of information Unparent the headCTRL from the head joint While it is still oriented to the joint, its translation and rotation information is not zeroed This means that if we tried to use direct connections between the two nodes, the head_1 joint would shift If we use Freeze Transformations, the headCTRL object will orient itself back to the world How do we zero out the transformations of an object while maintaining its orientations The headCTRL object must be parented to a transform node that has the exact same transformation attributes as the control An easy way to do this is to duplicate the object, delete the shape node of the duplicate, and then parent the original transform to the new, empty transform node Do this by selecting the headCTRL object and pressing CTRL-D (COMMAND-D) to duplicate the headCTRL Immediately press the DOWN ARROW key This selects the shape node of the currently selected object Once it is selected, press the BACKSPACE (DELETE) key to delete the shape node Now you are left with an empty transform node Rename this transform node headCTRLgrp
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Parent the headCTRL to the headCTRLgrp node Now look in the Channel Box The rotation and translation values should all be zero while the actual orientation of the object remains the same The head control and its attributes are shown here:
Make the Connections
The joints will be connected to the control using some direct connections and along with a multiplyDivide node The head_1 joint s Y and Z rotations will be directly connected to the Y and Z rotations of the headCTRL The X rotations will be connected from the control to the X rotations of all three joints through a multiplyDivide node that will divide the incoming rotation by 3
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Open the Connection Editor Select the headCTRL and load it into the right column Select the head_1 joint and load it into the left column Find the RotateY and RotateZ attributes of the headCTRL and connect them to the RotateY and RotateZ attributes of the head_1 joint In the Hypergraph, choose Rendering | Create Render Nodes to open the Utility Node window From here, create a multiplyDivide node Name this node headCtrlDivideX Back in the Connection Editor, load the headCtrlDivideX node in the left column Connect the RotateX attribute of the headCTRL to the Input1X attribute of the headCtrlDivideX node Load the headCtrlDivideX node into the left column and load the head_1, neck_1, and neck_2 joints into the right column
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