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Joint Orientation Techniques in Skeleton

Oct 10, 2024

Altering Joint Orientation in Skeleton

Introduction

  • Focus on altering orientation of joints in a human arm skeleton.
  • Hide geometry as it's unnecessary for this process.

Viewing Local Rotation Axis

  • Select Hierarchy:
    • Select shoulder joint.
    • Right-click and choose 'select hierarchy' to select each joint in the chain.
  • Display Local Rotation Axes:
    • Navigate to Display > Transform Display > Local Rotation Axes in Maya.
    • Ensures all joints' orientations are visible and consistent.

Fixing Rotation Issues

  • Problem:
    • Joints, particularly the wrist, are not rotating as expected around the Z-axis.
    • Need to fix orientation for single-axis rotation.

Adjusting Joint Orientation

  • Orient Joints Uniformly:
    • Select shoulder joint, right-click, select hierarchy again.
    • Open Skeleton > Orient Joint options.
    • Primary Axis:
      • Set to X; remain unchanged.
    • Secondary Axis:
      • Choose Z for forward positive orientation.
  • Apply Changes:
    • Click 'apply' to change joint orientations.
    • Some joints, like the wrist, still need adjustment.

Correcting Wrist Joint

  • Unparent Joints:
    • Select joints from wrist down and press Shift + P (or Edit > Unparent).
  • Orient to World:
    • Select wrist joint, use 'orient joint to world'.
    • Ensures alignment with the elbow.
  • Reparent Joints:
    • Reselect joints and wrist, press P (or Edit > Parent).
    • Wrist now rotates correctly around Z-axis.

Aligning End Joints

  • Use 'orient joint to world' to align end joints in the chain.

Adjusting Thumb Orientation

  • Initial Problem:
    • Thumb doesn't curl correctly with fingers when using Z rotation.
  • Reorient Thumb:
    • Select top joint of thumb, right-click, select hierarchy.
    • Open Orient Joint options, disable 'orient joint to world'.
    • Set Orientations:
      • Primary axis = X.
      • Secondary axis = Y negative.
    • Apply changes.
    • Ensure end joint oriented correctly with 'orient joint to world'.
  • Result:
    • Thumb curls correctly with Z rotation.

Conclusion

  • Arm is now correctly oriented.
  • Each joint rotates as expected, facilitating accurate animation.