1οΈβ£ Make the Head move in the Z axis
2οΈβ£ Make the Neck follow the X and Z axis movements
β
π© Quest 1: Head Z Movement
π© Quest 2: Neck X and Z Movement
π© Quest 3: Head Z Augment Physics Group
β
We'll be using the rotation deformer Head Z Rotation
in the hierarchy.
Make sure the Rotation deformer is positioned roughly here on the head:
You can hold CTRL
and click the middle of the rotation deformer to move it.
I also like to hold Shift
to keep it centered.
Angle Z Augment β Value: 30
Apply your rotation here, then use Reflect Horizontally to mirror it over to Value: -30.
β
Inside the Neck [XY]
Deformer, create two new deformers:
Neck Z β Head Angle
Neck XY β Head Angle
Make sure these deformers are centered around the neck properly.
Now create the following deformations:
Neck Z β Head Angle
Deform for Angle Z Augment = 30
Then reflect for Angle Z Augment = -30
Neck XY β Head Angle
Deform for Angle X Augment = 30
Then reflect for Angle X Augment = -30
π‘ Optional:
You could also deform this for Angle Y if your model has neck textures.
This one doesnβt, so itβs okay to skip it.
β
Head into the Physics window, duplicate your Head XΒ or Head Y physics group, and change the input adn output:
Adjust your output scale to make sure it reaches 100% when previewing movement.
β
Level 4 β Stage 3 | Study File
β
β
1οΈβ£ Make the Head move in the Z axis
2οΈβ£ Make the Neck follow the X and Z axis movements
β
π© Quest 1: Head Z Movement
π© Quest 2: Neck X and Z Movement
π© Quest 3: Head Z Augment Physics Group
β
We'll be using the rotation deformer Head Z Rotation
in the hierarchy.
Make sure the Rotation deformer is positioned roughly here on the head:
You can hold CTRL
and click the middle of the rotation deformer to move it.
I also like to hold Shift
to keep it centered.
Angle Z Augment β Value: 30
Apply your rotation here, then use Reflect Horizontally to mirror it over to Value: -30.
β
Inside the Neck [XY]
Deformer, create two new deformers:
Neck Z β Head Angle
Neck XY β Head Angle
Make sure these deformers are centered around the neck properly.
Now create the following deformations:
Neck Z β Head Angle
Deform for Angle Z Augment = 30
Then reflect for Angle Z Augment = -30
Neck XY β Head Angle
Deform for Angle X Augment = 30
Then reflect for Angle X Augment = -30
π‘ Optional:
You could also deform this for Angle Y if your model has neck textures.
This one doesnβt, so itβs okay to skip it.
β
Head into the Physics window, duplicate your Head XΒ or Head Y physics group, and change the input adn output:
Adjust your output scale to make sure it reaches 100% when previewing movement.
β
Level 4 β Stage 3 | Study File
β
β