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