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  • 5 months ago
🔹 Head and Neck Rig in Blender / 3D Animation

A Head and Neck Rig is the part of a character’s armature that controls the neck bones and head bone, allowing the character to look around, tilt, nod, or rotate the head naturally.

It’s essential for giving life to characters—because most expressions and acting come from the head.

🔑 Key Elements of a Head & Neck Rig

Neck Bones

Usually 1–3 bones for the neck.

Allow smooth bending and twisting between chest → head.

Head Bone

Controls the skull / head mesh directly.

Often parented to the top neck bone.

Control Bone / Controller

A separate animator-friendly control (circle, arrow, or shape) used to rotate/tilt/nod the head.

Sometimes includes limits (so the head can’t rotate 360° unrealistically).

IK / FK Options (Advanced)

FK Head/Neck: Rotate bones one by one for smooth arcs.

IK Head: A controller moves the head independently while the neck bends automatically.

Some rigs allow switching between IK ↔ FK.

Look At / Tracking (Optional)

The head can be constrained to always look at a target (useful for eye direction, camera-facing poses, etc.).

🔹 Why Head & Neck Rig is Important

Adds realism (head turns, nodding, tilting).

Enhances expressiveness (characters “act” through head movement).

Works together with facial rigging (eyes, mouth, brows).

🔹 Example

In a humanoid rig:

Neck bends slightly as the character looks up.

Head rotates independently when turning to the side.

Animator controls this via a single head controller, instead of rotating bones manually.

âś… In short:
A Head and Neck Rig is the rigging setup that controls the bones of the neck and head, giving animators smooth, natural control for nodding, tilting, and turning a character’s head.
Transcript
00:00We will now build the neck and head rig. So basically what we want is just to have those
00:08two bones to be controllable and it's already the case. But I would like to add a small feature
00:15which is very interesting. It's the fact that the neck and the head follow the rotation of the body
00:22or not. It means that we will have to build this mechanism and also create this controller that
00:29will allow us to whether follow the rotation or not. This is a very important chapter because most
00:37of the complex rig we will see later on will depend on this kind of mechanism where you are isolating
00:46one transform channel such as the rotation, the scale or location. To illustrate it, I've just
00:53built a new rig which is just two bones that are parenting one with each other.
00:59There is a first way to isolate the rotation. If you go in the bone option in the relationship,
01:05you will see the parenting relation. And here we can uncheck inner root rotation, inner root scale
01:12and inner root location if the child is not connected. And we'll have the behavior we are looking for.
01:20And there is a big downside to this. So my advice is you should never ever use
01:28this to create this kind of mechanism. And here is why. If I create a root bone that if this was a
01:36character would allow us to orientate it in the world space, note that whenever I will scale it,
01:44rotate it, the other bone won't rotate at all. It means that this inner root option is absolute. It will
01:54override the whole rig and this is really bad. So I will rename the chain. I will call this torso and
02:02head and I will add again the root bone and parent the torso to this root bone.
02:08This simplified ring will help you to focus on what we are doing instead of working on the whole
02:16character. So now I do have some things that behave like our torso to neck relationship.
02:22So whenever you want to isolate a function like the rotation, you need to create an intermediate bone.
02:30So I will extrude a new bone in the neck area, let's say, and I will call it ENT head for intermediate.
02:40Since I've extruded it, it's already parented to the torso bone. So it follow it. So the trick will be to
02:47create a secondary bone that will copy some of the information of this previously created bone.
02:56And the goal will be to isolate whether the rotation, the location or the scale on this bone,
03:02and then to parent the head. To make our life easier, I will go into the object option of the
03:08armature and in the viewpoint display, I will switch it to wireframe. So here I can see I've made a mistake
03:15while scaling this bone because my origin point was set to median instead of individual origin.
03:23So I will just press control Z and scale it a little bit so that both bones are not one on top
03:29of the other and we can read it properly. I will call this NCH for mechanism head. Since I don't want
03:37this bone to follow the torso, I will just click the cross to unparent it. So now it has no parent,
03:44so it stays still. If I wanted to follow the location of the intermediate bone, I need to select
03:50the intermediate bone, then the MCH bone, press control shift C and add a copy location constraint.
03:58Now this MCH bone is following the position of the intermediate bone, but doesn't rotate. So if I
04:05now parent the head to this bone, it will follow its location, but it won't rotate and it won't follow
04:13the rotation of the rotation of the torso. If I want this MCH bone to rotate, I just need to select
04:20the intermediate bone, then this MCH bone and add a copy rotation. Now it will follow since the
04:27intermediate bone is parented to the torso and this bone is now copying the rotation. The great thing,
04:34the great thing about constraint is that we can dial their influence. So I can switch between I follow
04:41the rotation or I don't follow the rotation. So we now have an option that allow us to switch this
04:49influence. But if I rotate my root bone, I still have the same issue as before. And this is because the MCH
04:58bone is not parented to anything. But if I parent it to the root bone, it will now follow the rotation of
05:07the root bone. As a child of the root bone, it will follow any of its transformation. And as the head is
05:14a child of this MCH bone, it will follow the same rules. What is important to know here is that constraint
05:21will overwrite the parenting. So the parented will somehow append first. And then if the constraint
05:29have to change the way the bone behaves, it will do so. You could then add a copy scale if needed.
05:37Personally, I prefer to not copy the scale of the torso upon the head so that I can control the scale of
05:44the torso and the scale of the head for cartoony effect. So let's get back to our character rig.
05:50I will name a new layer MCH where we will store all the mechanism bone and intermediate bone,
05:57etc. And in edit mode, I will extrude a bone from the base of the neck or the end of the chest as you
06:05want. I will call it MCH Neck Rot. Then I will duplicate it and scale down the duplicated bone.
06:14I will then go in the object display mode to enable the wireframe mode so that we can see through the
06:22bones. I will add the ENT word to my newly created bone to make sure it's the intermediate bone. So
06:31it's just a way of naming things. It doesn't really matter if you give it another name. It's just that
06:37along all the course I will name those intermediary bones this way. So this bone will be parented to
06:44the control torso and then I will parent the neck to this bone. So the neck won't be parented to the
06:52chest bone anymore. As we did previously, I will then select in pose mode the MCH bone,
07:01then the MCH intermediary bone and add a copy location. Then we'll add a copy rotation to this
07:09bone. In this version, I've also added a copy scale, but it's not mandatory and I don't think that it's
07:15very useful. You can rename the constraint. So I will just add a neck follow so that we can easily
07:23identify these constraints. I will double check that the MCH bone is parented to the chest bone
07:31and I will just hide the bone so that we can see clearly what I'm doing. Now our chest is behaving
07:37as usual. The neck is following, but if I reduce the influence of the copy rotation, the neck is no
07:44longer following the rotation. It's really handy for dense animation or run cycles. And you can see that
07:52the neck is following the rotation of the torso. So everything is going fine. So we have achieved our
08:00first complex mechanism, but accessing to the constraint is a bit complicated. So if the animator
08:09have to select the right bone to enable or disable the neck follow, it won't be super handy. What we will do
08:17is that we will create another bone by duplicating the head bone and we will call these bone properties.
08:24And we will store all the properties in this bone that will allow us to enable or disable all the
08:33desired constraints through drivers. And we will see those drivers in the next video.
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