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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.
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