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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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Created:10/02/2013
Last Modified:03/25/2023
File Size: 323 KB

Q/A

Head+Jaw offset while retargeting

Date:10/05/2017
Submitted by: ziggie ziggie
Hi Dustin
 
So,l i've noticed that for some reason when I create Head and Jaw bone for my character, jaw bone usually stays parented to RRM_Neck_Top and this is not really desired while animating. For example, lets say I create my skeleton, it's a SHJ hierarchy and I'm using it with MBuilder for further retargeting. Since jaw bone is aux bone, it's not being defined in MBuilder and therefore should remain in the hierarchy as a passive joint. However, if you characterize your actor in MBuilder and you retarget some motion on it you'll notice immediately that jaw has some offset value from the head due to the fact that it's being parented to the Neck and it follows Neck rotations and I guess i'ts trying to compensate between Head and Neck for '' corrective '' value. what I'm suggesting is that Head should be true parent to the Jaw in the Proxy building phase of the rig construction, either that or constructing entire Head from the scratch using Finger, Toe preset for it, not sure you had that in mind for the Head. Maybe I don't understand something here, please explain if that's the case. Many thankx man, all best
N.

Replies to this question:

  • Dustin Nelson

    Dustin Nelson said about 7 years ago:

    There technically is no "Head" joint in the rig. The neck top acts as the head joint. There are two reasons for this.
    First, any module you create is affected by its parent node, never the other way around. So there would be no way to move the head joint and have it affect the neck. For example, if you wanted to pull the head module around, the neck would not stretch to accommodate that. The head would basically detach.
     
    The second reason there is no head joint is you would end up with two joints where ever you attach the head. So again using the example of the neck, the top joint of the neck (in a spline module) moves with the top control of the spline, which would be the end of the vertebrae. Having another joint on top of that for the head wouldn't make sense.

    I have not done a lot of work in Motion Builder, but you should be mapping the top neck joint as the head joint.
     
    -Dustin
  • Replyindent
    ziggie

    ziggie said about 7 years ago:

     
  • ziggie

    ziggie said about 7 years ago:

    Well, Hi again, this time I hope message will go through.
     
    Thanks for the tip, i'll use the top neck from now on, I hope you understand  reasons for tis confusion in the first place, I could never know this from the start and I'm rlly glad I asked this question now. 
    All best man, take care.
    N.
  • Dustin Nelson

    Dustin Nelson said about 7 years ago:

    Yeah for sure, it can be confusing. Really, a head is just an fk chain, and the jaw could be another one. But I added a module type for it, because I would get asked all the time how to make a head.
     
    -Dustin

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