Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 03-10-2008 , 02:35 PM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56

Character Skeleton (about orienting joints)

I have a questioning about orienting the joints so it will be easier to animate my character. Do I need to have the x all facing the child joints with y in back? Or do I have all X facing down, Y in back, Z in front? This is my first time rigging a character. Any help would be great.

user added image

# 2 03-10-2008 , 06:17 PM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
personally i have x down the chain and z positioned for my main axis of rotation for a limb. Use a script like template skleton LE or just look on high end 3d

# 3 03-10-2008 , 06:51 PM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56
Where can i find the script template skleton LE? I don't know what that is.

# 4 04-10-2008 , 02:07 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300

Originally posted by LauriePriest
look on high end 3d

Maybe?


"No pressure, no diamonds" Thomas Carlyle
# 5 04-10-2008 , 07:22 AM
RockyMills_01's Avatar
Subscriber
Join Date: Apr 2005
Location: St. Kitts, Caribbean
Posts: 235
Honestly I am a noob at orienting rotational axis, but following from what I have read, When creating an IK chain it is best to have the x following the child. When creating FK chain it is best to have Y following the chain. The other axis will follow the world axis.


Last edited by RockyMills_01; 17-04-2013 at 12:04 AM.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads