Here's one way that I've found that works for this.
In the rigging panel, select the head, and add a transform behavior. Then move the head tag to where you want the pivot point to be.
Now, in the recording panel you can rotate the head using its own transform behavior. To keep the body from moving too, you can place a couple of fixed points on the body in the rigging panel. I put them at the shoulders.
Thank you for the response, and this would certainly work if I wanted more manual control over the puppet.
But it does not solve the current problem for me, I want to be able to tilt the head, while still having the body move with the head just not tilt/rotate, if that makes sense.
I'll definatly keep it in mind for future puppets though
I've tried that but it just makes the tilt of the head and body stronger.
As you can see, when Maddy tilts her head the upper torso and neck stay in aproximatly the same place which also leads to the hands not moving much.
But while my puppet tilts his head the neck and uper torso follows along leading to the hands to move alot to.
I want him to be able to cock his head without leaning the entire body over.
Thank you I'm guessing it's the hinge attach that made it work, don't know why I hadn't tried that
i am also having this issue. the entire body turns with the head rather being able to move the head side to side.
changing the arms to a) connect with a hinge attach style instead of weld, and b) dragger set to hold in place instead of return to rest.
Character Animator supports the concept of “independent” layers. They have a little “crown” icon next to them. Sometimes the arm is attached as an independent layer to the body. The arm is joined at the shoulder (it has to overlap a bit to attach to the body). At where the joint is made, you have to specify the joint type. If you use “weld”, then if the body rotates the arm will rotate as well. If you use “hinge” it does not rotate - it will move with the body, but if the body leans over the arm will not rotate with it. I did a little demo of hinge versus weld here: Project Wookie - YouTube episode 12. The ballon starts using weld (the normal default) then moves on to hinge (works better for the balloon).
There are other approaches however. You can use sticks for example to minimize the warping of the body. Put one across the shoulders, then one down each side of the puppet. The body won’t flex as much then. Episode 2 from the above series talks about sticks in general and warping.
But there is a question for your artwork are you trying to get the head to hinge (be independent), or be attached to the body so it does not hinge. In the former you use an independent layer for the head, in the latter you don’t. They just look different (there is no right and wrong). Episode 25 makes the arms independent for example.
There are also official Adobe tutorials listed on the forums near the top of pages. These are higher quality than my little videos. (They get straight to the point faster.) I showed the full sequence of what I did, not skipping anything. I would try one, and if not useful, try another etc. But watching a few videos etc on the basics can help you get the basic grasp of concepts. Things become much clearer then.