Or so I thought.
I must have gone wrong along the way, as when I came to apply an orient constraint to the controller and joint in the next step, my head tilted like so:
Maya Issue
It turns out I must have froze the transformations on my orient groups, making them orientate around world coordinates, rather than the local ones of the group I had parented my joints to. I was instead supposed to freeze transformations on the CONTROL rather than the group. To fix my problem I would have had to go back and un-parent all of my orient groups and control handles so that there was no longer a hierarchy that I had created in the previous tutorial, and repeat the process making sure not to freeze the transformation of the groups.
Look at ALL Those Scene Files
I was lucky enough to have created a separate save file for each step, so rather than doing that I simply reloaded from my last 'checkpoint' as it were, and started the process again. This was quite painful to have to do, but I made sure this time around that I had the right component selected each time I froze the transformation, and I was able to get to where I needed to be.
Working Constraints and Controllers
When I was completing the next video tutorial where I was shown how to make the controllers effect the joints I made sure to double check that each controller was working before I moved on to the next in hopes that I wouldn't have to repeat any processes. I am quite glad that I have encountered a problem as it did make me think on what went wrong and how I could have solved the problem, so in the future if this happens (hopefully it won't) I won't panic as I will know what needs to be done.
Now all that's left is to bind and get this bad boy finished off.
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