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 05-03-2014 , 01:23 AM
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Possible joint placement

Hey all,

I could use some help in determining what might be a good placement for the joints to ensure proper deformation.

Any help would be great.

Thanks

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# 2 05-03-2014 , 07:24 AM
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What exactly are you rigging? I could assume you are making a completely mechanical factory rig in which you would need aim constraints. But I might be wrong...

# 3 05-03-2014 , 08:56 PM
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The placement I think is logical - where you have two parts of the whole /body or object/ that you want to move in different angles from their connecting point; But the right deformation depends on more factors than just placing joints in the right position.

I may share what have read so far, as I am coping with the same problems in the moment. Before you start using the Joint Tool, be sure that in the Setting Box is checked the xyz Orientation. Naming each joint right is very important. In case you are making a human, using names as left_wrist or left_elbow is convenient, because then you can use the Mirror Joint Options and replace all "left" names with "right". I mean this creates the other hand automatically.

Next is that you must orient the joints the right way. Selecting the root joint, you can use Skeleton > Orient Joint and most of the joints will be oriented the right way, but still you have to check them manually. All must have 0 Rotation value in the xyz directions.

Hope this helps

# 4 10-03-2014 , 04:26 PM
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Thanks for the responses.
I have been still learning the joint orientation and proper placement and such. When I think anatomically, I can figure it out, but I realize one cannot just simple place joints all haphazardly to follow characters modeled out of the normal A or T pose. We have to draw a straight chain, then rotate from the root only, or at least that's what i was taught and you can only rotate on 1 axis on the rest of them.
I'm still having issues though with using the joint orient tool. i can't always get the danged joint to orient the way I think they should and I've gone through all the settings and blah, still not right. I've tried to manually adjust them with component mode and that doesn't work at all; the joint doesn't move. Very frustrating.

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