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Documentation/Rigging/Head

Procedural modules

Head

Central head, skull chains, jaw, squash/stretch and Neck target.

FacialC

Head builds a central head with Main, two independent skull chains, and options for the jaw, squash/stretch and the neck’s IK target.

In Module Manager, choose Head in Module Bank, or its instance in Scene Modules. The capture shows a new creation’s defaults: 1 Upper Skull, 1 Lower Skull, with IK, Squash and both jaw controls enabled.

1Side & Colors 2Topology 3IK 4Squash 5Jaw 6Design
Head · CONFIGURATION · Poseidon theme.
Callout Purpose
1 · Side & Colors Side stays on C, without mirroring. Output Color sets the joint color.
2 · Topology Upper Skull and Lower Skull set two independent counts, with a minimum of 0. 0 removes that chain; the Manager defaults to 1 / 1.
3 · IK Adds the IK control, Options, and the ik / neck_target ports. Enabled by default.
4 · Squash Squash / Stretch adds the deformation control. Bend distributes bending across the stages; Preserve Skull Volume compensates the transverse axes. All three are enabled by default. Couple Neck Volume is disabled by default and requires IK and a connected Neck.
5 · Jaw Jaw adds the jaw; Second Jaw Control adds Jaw Tip. Both are enabled by default.
6 · Design SHAPE and COLOR adjust each layer. An Upper or Lower Skull row affects every control in that chain.

On an existing instance, counts and build options require Rebuild. Shapes and colors update immediately. A disabled option does not build its controls or their outputs. Cheeks use the separate Cheek module.

Placer Purpose
Main Rest position, orientation and scale of the head. Place it at the desired junction with the neck.
Upper Skull / Lower Skull One placer per stage, in two chains under Main. Indices start near Main; new stages are appended to the end of each chain.
Squash Anchors the deformation control. Its local distance from Main sets the response height: a greater distance reduces the effect of the same displacement.
Jaw / Jaw Tip Place Jaw at the jaw pivot, then Jaw Tip at its second pivot. The Jaw placer stays attached to Main, and Jaw Tip to Jaw.

Placers expose translation, rotation and scale. Upper and Lower start on either side of Main along the longitudinal axis; adapt these positions to the character. Changing a count preserves the placement of surviving stages.

The IK control starts at the Main placer’s position, with world-aligned axes before the ik input is applied. It has no separate placer.

Control Purpose
Main Local head pose, with translation, rotation and scale. Show Bend Adjustments shows the Upper/Lower Skull controls without disabling their effect.
Upper Skull / Lower Skull Two independent FK chains. Each stage exposes translation, rotation and scale.
IK Upper target of the connected Neck, with translation, rotation and scale. This control does not switch Head between FK and IK.
Options IK Visibility shows or hides IK. Its parent optionsOffset group lets you reposition Options; the control’s transform channels remain locked.
Squash Longitudinal translations compress or stretch the skull; transverse translations bend it when Bend is enabled. Squash Stretch sets the intensity from 0 to 1; at 0, these effects and Neck coupling are neutral.
Jaw / Jaw Tip Manual pose with translation, rotation and scale. Jaw follows the last Lower Skull, or Main when that chain is empty; Jaw Tip follows Jaw.

Squash follows Main. Preserve Skull Volume compensates transverse scale in the local deformation. With Couple Neck Volume, stretching the skull thins the connected Neck, while compression thickens it. This option does not enable or disable IK control of the neck.

The illustrated configuration has 8 controls and 5 deformation joints: Main, Upper Skull, Lower Skull, Jaw and Jaw Tip. IK, Options and Squash do not add joints.

Module Preview
Head · Module Preview · Poseidon theme.

Ports are centered (C) and provide the matrix channels driver and reference.

Direction Port Purpose
Input base Space received by Main, usually from the Neck.tip output.
Input ik Independent space for the IK target; available when IK is enabled.
Output main Main head deformation, including squash when enabled.
Outputs upper_skull_01… One output and joint per Upper Skull stage.
Outputs lower_skull_01… One output and joint per Lower Skull stage.
Output jaw_01 Jaw, when Jaw is enabled.
Output jaw_02 Second control, when Jaw and Second Jaw Control are enabled.
Output neck_target Upper neck target, without a skin joint; available when IK is enabled.

To connect Neck in Module Graph, connect the driver + reference pairs:

Output Input
Neck · C · tip Head · C · base
Head · C · neck_target Neck · C · tip

The Head.ik input keeps an independent space; without a connection, it stays at identity. Local Main, skull and jaw movements do not drive this target. The Manager does not create these connections automatically.