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This shows a head/neck rig experiment for disseminating a single control's rotation through the head and neck joint chain. I thought I'd share this little experiment where I wanted to simplify head/neck controls a little for animators. I tend to like the results of fk controls better than ik for biped necks. The idea here is to take a single control and split that rotation up between all of the head and neck joints in a stable and predictable way that also provides a more naturalistic looking motion. The twisting and bending of the neck will automatically disseminate through the neck joints without the animator having to handle each fk neck control to get a similar result while trying to prevent 'candy wrapper' and stiffness issues (among other ugly neck deformations). In this way, you kind of treat the head and neck as a single unit instead of 3 or more controls throughout the whole thing (which is what you effectively do anyway when you grab all the controls and rotate them together). This makes it easier to pose and edit with fewer animation channels to tweak animation curves on. I also put a 'head aim' control into the system that an animator could move and have the head look at that control while still splitting up the rotations among all the joints for that clean/naturalistic neck deformation. With this control, something else I wanted to try was to work in an ability to easily tilt the head while aiming it at the target. This video is not necessarily a tutorial on how to do this... I start by showing typical fk neck controls and discussing why I even wanted to try this experiment in the first place. After that, I show the results of the neck system and how it's used. Then I give a bit of an overview of the ideas and principles behind how I set it up. Share this video: • neck twist rigging experiment (in Maya) 00:00 - intro 00:12 - reason for experiment 03:09 - experimental solution 13:17 - description of solution