```			Now for the head rig. This rig is simple, no FK-IK switching, no facial controls anims and very fast.
```
1. STEP 1: Create the lower head anims

```					unparent the cen_neck_1_bind_joint.
Hide everything else.
Place a circle anims around the neck_1 joint.
Rename the circle anim, neck anim.
Place a circle anims around the head joint.
Keeping the pivot at the head, move the CV's up over the head.
Place a circle at the jaw joint.
Move the CV's of the anims, to make it easily selectable.
Rename the jaw circle, jaw_anim
Don't forget to freeze transforms on the anims.
```
2. STEP 2: Rig the neck and head

```					Parent constrain the neck_1 joint to the neck_anim.
Orient constrain the jaw joint to the jaw anim.
Parent the jaw anim under the head anim.
```
3. STEP 3: create the head expression

```					We are going to add a little expression so when we bend our head the neck slightly bends also.
This will give us a better blend between the neck and head, and look more smooth.
Open the expression editor, window -> animation editors expression editor.
And name a new expression, head_tilt_expr.

Copy the following into code box below.
```
4. STEP 4: Place the eye anims

```					Import a circleArrowTwo.mb from the given rigging files.
Rename the anim, both_eye_anim.
To position the anim, select both eyes geometry,then the anim.
Create a point constraint with the maintain offset off.
This will place the anim between the eyes.
Delete the constraint.
Move the anim infront of the face, as shown.
Rotate and scale to better fix the eyes.
Create two more circles.
Rename them left_eye_anim and right_eye_anim.
Snap both to their correstponding eye_joint.
Then in the z axis only, curve snap them to the both eye anim.
Rotate them to match the both_eye_anim.
Freeze transforms on all anims.
```
5. STEP 5: Rig the eyes

```					We have to be careful when rigging the eyes to make sure they stay in their initial position.
To combat this, we are going to create a texture and make sure the texture doesn't mode.
Create a ramp on a blinn, and assign it to each eye.
Then move the ramp colors around slightly to resemble an eye, you don't have to be fancy something simple will work.
Parent the left and right eye anims under the both eye anim.
When we move the both eye anim they should both follow to give a general postition, then we can tweak with the eye anims.
Aim constraint the both eye joints to their respective eye anim.

```
6. STEP 6: Rig the eyes

```					We have to be careful when rigging the eyes to make sure they stay in their initial position.
To combat this, we are going to create a texture and make sure the texture doesn't mode.
Create a ramp on a blinn, and assign it to each eye.
Then move the ramp colors around slightly to resemble an eye, you don't have to be fancy something simple will work.
Aim constraint the both eye joints to their respective eye anim, use the options shown below.
Parent the left and right eye anims under the both eye anim.
When we move the both eye anim they should both follow to give a general postition, then we can tweak with the eye anims.
```
7. STEP 7: Outliner cleanup

```					Group the head, neck and both_eye anims together.
Group the cen_neck_1_bind_joint to itself.
Rename the group neck_skeleton_grp.
Parent the neck skeleton group under the skeleton_grp.
On the head, neck and jaw anims, lock and hide all the attrs except rotate.
On the eye anims lock and hide all the attrs except translate.
```