& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
How to place joints in the model, including the hands, legs, and spine.
Type:
Tutorial
Length:
6 min.
Transcript
00:04
OK. Let's start with the left arm and place the clavicle joint first
00:09
and then the shoulder
00:10
elbow
00:12
and rest.
00:14
As you can see,
00:15
Mayer has helped by estimating the middle of the model and placing the joints for us.
00:22
So to use the last tool,
00:23
you can press G so it can quickly jump back into the joint tool and create the thumb.
00:28
We are looking for the main knuckle area or
00:31
the points where each section would pivot around.
00:41
Now the main finger,
00:44
so the knuckle looks like it should be here.
00:48
And remember we added the extra edge loops here so we can get a nicer bend in this area.
00:53
So this can also help guide us with joint placement.
00:57
And then we need another at the end of the finger,
01:00
the claws don't bend.
01:02
So we don't need a joint in those.
01:05
If you're not sure about where the best place is to put your joints,
01:08
then refer to some skeleton reference.
01:10
There's plenty available online.
01:12
OK. The last finger now
01:22
done.
01:24
I'm wondering whether to add another joint further up the hand.
01:27
I'll leave that for this rig.
01:29
It's only going to be a basic skeleton. So we don't need the metacarpal movement.
01:35
Another thing to be aware of with any game skeleton is the joint count.
01:39
Each extra joint you add, will impact on the engine.
01:43
So the more you add, the more chances you have of slowing the game down.
01:46
So it pays to be frugal.
01:49
This obviously depends on the target platform. So to be safe,
01:53
get a rough joint account limit from the team lead or your client.
01:58
OK. We will leave the hand like this for now,
02:01
let's create the lead. Next,
02:06
we want the first joint to be here at the crease of his hip,
02:11
the next at the first knee
02:14
and another here.
02:16
Let's check the texture for a second.
02:20
OK?
02:21
I was wondering how far the toes could spread but it looks
02:24
like they could be limited to the base of the foot.
02:27
OK. Let's add a foot joint here.
02:35
Now, for the toes,
02:47
one here
02:53
and another here.
02:56
Now these joint placements aren't final.
02:58
We will be coming back and tweaking them later,
03:02
we could probably do with an extra edge loop here where the toe bends,
03:06
I'll just quickly add one
03:09
and make sure I enable symmetry two. So it adds this to the opposite two.
03:14
Remember to bring up this marking menu, hold down,
03:17
shift and control and then click with your right mouse button.
03:22
That's good. The edges are blue, which means they are symmetrical.
03:26
I'll just select this edge ring and go to connect components
03:33
there we have it added to the other side too.
03:36
We can also remove this edge here to collapse that triangle.
03:41
We can do this one too.
03:43
There are lots of areas of this model that need fixing.
03:46
But I'm gonna try to focus more on the rigging.
03:50
That's a bit better.
03:52
We just need to soften the edges. Now,
03:57
there we go.
03:58
Distraction over. OK. Let's get back to the skeleton.
04:02
So that's the leg
04:03
and you will notice that I'm only working on the left side.
04:07
This is because we can simply copper these over to
04:09
create the right side when we are finished with them.
04:12
Now, let's add the spine.
04:16
I'll switch to the front view.
04:19
We need to start at his core.
04:21
This is the point where he would pivot if he bends over.
04:24
So this could change depending on the character.
04:29
Maybe around here.
04:31
We then need four more joints ending at the base of his neck.
04:38
Let's double check with the unreal skeleton.
04:43
We have the pelvis
04:49
and then three spine joints before the neck.
04:52
So five in total just like us,
04:55
remember that you can have more in your skeleton. If you need them,
04:59
the spine joints need to be dead center. So we need to check those.
05:04
I'm going to hold down X which will snap to the grid
05:07
and then move them across the X axis.
05:10
There, it moved a small amount.
05:13
But this is important if we plan to mirror anything in the future.
05:17
Let's fix the other joints.
05:19
And another option, instead of using the snap tool,
05:22
you can simply set the translate X attribute of each joint. Zero.
05:27
Each joint's translation attributes are simply an offset value.
05:31
So it's the distance from its parent joint.
05:35
So setting these to zero, moves them back to the middle of the grid.
Video transcript
00:04
OK. Let's start with the left arm and place the clavicle joint first
00:09
and then the shoulder
00:10
elbow
00:12
and rest.
00:14
As you can see,
00:15
Mayer has helped by estimating the middle of the model and placing the joints for us.
00:22
So to use the last tool,
00:23
you can press G so it can quickly jump back into the joint tool and create the thumb.
00:28
We are looking for the main knuckle area or
00:31
the points where each section would pivot around.
00:41
Now the main finger,
00:44
so the knuckle looks like it should be here.
00:48
And remember we added the extra edge loops here so we can get a nicer bend in this area.
00:53
So this can also help guide us with joint placement.
00:57
And then we need another at the end of the finger,
01:00
the claws don't bend.
01:02
So we don't need a joint in those.
01:05
If you're not sure about where the best place is to put your joints,
01:08
then refer to some skeleton reference.
01:10
There's plenty available online.
01:12
OK. The last finger now
01:22
done.
01:24
I'm wondering whether to add another joint further up the hand.
01:27
I'll leave that for this rig.
01:29
It's only going to be a basic skeleton. So we don't need the metacarpal movement.
01:35
Another thing to be aware of with any game skeleton is the joint count.
01:39
Each extra joint you add, will impact on the engine.
01:43
So the more you add, the more chances you have of slowing the game down.
01:46
So it pays to be frugal.
01:49
This obviously depends on the target platform. So to be safe,
01:53
get a rough joint account limit from the team lead or your client.
01:58
OK. We will leave the hand like this for now,
02:01
let's create the lead. Next,
02:06
we want the first joint to be here at the crease of his hip,
02:11
the next at the first knee
02:14
and another here.
02:16
Let's check the texture for a second.
02:20
OK?
02:21
I was wondering how far the toes could spread but it looks
02:24
like they could be limited to the base of the foot.
02:27
OK. Let's add a foot joint here.
02:35
Now, for the toes,
02:47
one here
02:53
and another here.
02:56
Now these joint placements aren't final.
02:58
We will be coming back and tweaking them later,
03:02
we could probably do with an extra edge loop here where the toe bends,
03:06
I'll just quickly add one
03:09
and make sure I enable symmetry two. So it adds this to the opposite two.
03:14
Remember to bring up this marking menu, hold down,
03:17
shift and control and then click with your right mouse button.
03:22
That's good. The edges are blue, which means they are symmetrical.
03:26
I'll just select this edge ring and go to connect components
03:33
there we have it added to the other side too.
03:36
We can also remove this edge here to collapse that triangle.
03:41
We can do this one too.
03:43
There are lots of areas of this model that need fixing.
03:46
But I'm gonna try to focus more on the rigging.
03:50
That's a bit better.
03:52
We just need to soften the edges. Now,
03:57
there we go.
03:58
Distraction over. OK. Let's get back to the skeleton.
04:02
So that's the leg
04:03
and you will notice that I'm only working on the left side.
04:07
This is because we can simply copper these over to
04:09
create the right side when we are finished with them.
04:12
Now, let's add the spine.
04:16
I'll switch to the front view.
04:19
We need to start at his core.
04:21
This is the point where he would pivot if he bends over.
04:24
So this could change depending on the character.
04:29
Maybe around here.
04:31
We then need four more joints ending at the base of his neck.
04:38
Let's double check with the unreal skeleton.
04:43
We have the pelvis
04:49
and then three spine joints before the neck.
04:52
So five in total just like us,
04:55
remember that you can have more in your skeleton. If you need them,
04:59
the spine joints need to be dead center. So we need to check those.
05:04
I'm going to hold down X which will snap to the grid
05:07
and then move them across the X axis.
05:10
There, it moved a small amount.
05:13
But this is important if we plan to mirror anything in the future.
05:17
Let's fix the other joints.
05:19
And another option, instead of using the snap tool,
05:22
you can simply set the translate X attribute of each joint. Zero.
05:27
Each joint's translation attributes are simply an offset value.
05:31
So it's the distance from its parent joint.
05:35
So setting these to zero, moves them back to the middle of the grid.
Industry:
Role:
How to buy
Privacy | Do not sell or share my personal information | Cookie preferences | Report noncompliance | Terms of use | Legal | © 2025 Autodesk Inc. All rights reserved
Sign in for the best experience
Save your progress
Get access to courses
Receive personalized recommendations