Our head movement can be broken down to basically two controllers: the head bone itself and the neck. It is possible to rotate the neck while keeping the head straight and vice-versa. For example, to move your head forward you have three options:
It is very useful in rigs to have the freedom to choose how your neck and head should behave when transforming their parent bones. You should be able, for example, bend your character's torso forward while keeping its neck and head looking forward, without inheriting their parents' rotation. This is often called hinge control. In this recipe we'll learn how to properly control the "hinge" property of the neck and head.
002-Neck.blend
from this book's support files. You'll see the character Otto with an deformation already set and controller bones for its spine and pelvis, with support for stretching. There is also an interface called Hinge, with two controller bones already created. Everything up until here is covered in previous recipes, so you should take a look at them if you have any doubts on how to create the interface, pelvis, spine, or stretch controls.The next screenshot shows our initial scene:
Neck
bone. Select the Neck
bone and go to the Properties Window, under the Bone tab. Right-click over its Inherit Rotation property and choose Add Driver. The checkbox field will get a pinkish hue.As you noticed on the previous step, in Blender, even checkbox values can have drivers applied or have its on or off state animated through a keyframe. This is achieved by right-clicking over them and selecting the appropriate option. Since checkboxes can have only True or False values, Blender translates driver values as True=1
and every other value as False
.
True
to 1-var
. Armature_Otto
and Hinge_Neck
. Leave the Type value as X Location and enable the Local Space checkbox. The next screenshot shows the driver and its values:The Expr field has the value of 1-var
, used to invert the mapping of the bone driver. That's useful here, where our default behavior is to have the bones to inherit the rotation of their parents. Having these default behaviors properly planned is important when you just want to reset your UI sliders with Alt + G and have the rig working on its default state.
Head
bone, making the driver for its Inherit Rotation property driven by the Hinge_Head
bone. Rib
bone to the side. Move the sliders for the hinge controls, and you'll have three possible situations, demonstrated in the next screenshot:The file 002-Neck-complete.blend
has this finished recipe for your reference.
By adding drivers to the Inherit Rotation property of single bones, we can animate the "hinge" feature of the neck and head bones, allowing the animators to pose the characters with more freedom and flexibility. Blender 2.5 allows us to add drivers to user interface fields such as checkboxes, making it easier to animate the on/off state of virtually any feature in our rigs.
The ability to animate and drive checkboxes in Blender 2.5 makes it easier to control features that only have on/off states. In previous versions, that wasn't possible and the rigger would have to try emulating that particular feature with fairly complex constraint setups.
Chapter 2: How to create a stretchy spine
Chapter 1: Customizing shapes and colors for your bones
Chapter 5: Setting up the shoulders
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