In this blog, I want to share my experience building a hinge-like switch for an FK rig, which helped me keep the head stationary while the neck moves. Typically, in FK setups, when the neck moves, the head automatically follows—this can be frustrating when you want more independent control, like in a scene where the head needs to stay in place while the body or neck moves.
I solved this by creating a switch, more like a hinge, which prevents the head from following the neck. I experimented with constraints (particularly using a parent or orientation constraint) to allow the head to maintain its position regardless of the neck’s rotation or movement.
At first, it was a bit tricky to balance the hierarchy, but once I nailed it down, the extra control felt great. This approach gives a lot more flexibility when animating, especially for exaggerated movements, as the head can hold its place or move independently based on what the scene needs.
Overall, it’s a handy technique for creating more dynamic and versatile rigs, and I found it particularly useful in situations where I want the head to stay still while the body moves around it. It’s a small tweak but makes a big difference in character animation.

