3D Toolkit: Rigging the Spine

When creating the Spine rig, it is made separate from the legs and joined after creation. This is because the motions that the rig can perform are largely separate from the motions of the leg. The rigs can be connected later.
When creating the rig, I placed the scene in the orthographic side view. This is because that, when I place the joints in this view, they will be in the centre of the scene and as such aligned to the pelvis of the legs. I placed a locator at the tip of the head as a guide for where the head would sit, and placed in several joints to represent the spine. Two of these were in the lower spine, one was for the chest and one was for the base of the neck. This disposition means that the majority of the movement occurs in the lumbar region of the body, which is accurate to human form. 


With these joitns created, I made a Nurbs circle and placed this at the pelvis, with its history deleted and transformations then frozen. I placed the pivot of this circle in the lowest lumbar joint, and duplicated it for the other joints: as such, every joint then had a nurbs circle with its pivot set within it. 



With this done, the circles can be parented to make one influence the other: click the to circle, then the one under it, and press "P" to parent them together. This can be repeated for all circles to create a congruent bending motion when one controller is moved. 


The head is a separate joint chain from the spine. It is comprised of the neck, head and jaw. A similar process is followed in creating the joints: two are set above the spine's lower neck and one at the head. The upper neck joint is then parented to the lower neck joint, which connects them together.
For a controller, a CV curve can be created with its pivot moved to the lowest head-neck joint. This is then duplicated to the upper neck joint and parented in the same manner as the spine controllers. 

For the jaw, two joints are created, one representing the mandible and one representing the chin. The upper joint is parented to the head. An attribute is then created for the lower jaw, connected to the jaw's z rotation axis. When this attribute is altered, the jaw moves.


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