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
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.
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
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.
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