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World orient Head and shoulders

Posted on September 12, 2010  4 Comments
Filed under Animation, Education

Nope, that’s not an advert for cosmetics, I just wanted to draw people to two great rig features I can’t live without nowadays: World orient Head and shoulders.

To tell you everything, I also use a complete world orient spine but I will post about this an other time.

In the past I didn’t mind spending countless hours redoing my animation while in polish or even counter-animating things but after few years of production experience, I have adopted some new workflows that are necessary in that type of environments.

Being able to layer finer levels of polish on every part of the body (spine included) at a very late stage, without destroying a head or arm motion is such a helper.

Word orient attributes (Align on the abAutorig) have now become my best friends and if you still don’t know what they are, let me show you an example using Norman

The good thing about that feature is that the curves always make sense in my graph editor. Everything is completely independent from any hierarchy.

With Josh Burton’s Morpheus rig, you would need to set the m_neck_IK__anim parent attribute to m_neck_FK_Cntrl and Follow to all_anim



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4 Responses to “World orient Head and shoulders”

  1. Karim on September 13th, 2010 03:34

    Thanks for the demo, I didn’t realize you could parent the arms to the world, very handy indeed!

    About the head parented to the World, I tried both and couldn’t say how it affected my workflow, do you use it as a safety or is it a convenience in posing ?

    Cheers mate.

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