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Add twist joints to the model for realistic twists and turns of the limbs.
Type:
Tutorial
Length:
6 min.
Transcript
00:03
So next, we need to add the twist joints.
00:09
You can see one here on the unreal skeleton.
00:12
Let's copy that name for now,
00:16
duplicate the lower arm joint
00:21
and delete its Children.
00:23
So there is nothing parented to it.
00:25
We need this joint to be exactly half way between the lower arm and hand joints.
00:31
The quickest way to do this is to use another constraint.
00:34
So like the hand and the lower arm joints
00:38
and add the new lower arm underscore L one joint to the selection
00:44
you had this one last because this is the joint being constrained.
00:48
Now go to constrain point just as we did earlier.
00:52
So just like we did with the eye, we need to maintain offset disabled.
00:55
So the joint moves,
00:58
you can see that it's now moved between the other joints.
01:02
Now it's in position, we can delete the constraint
01:06
and parent that to the lower arm joint.
01:09
So it moves with the lower arm. Also, we need to remember to rename the new joint.
01:14
So let's paste the name we copied earlier. So it matches the unreal skeleton.
01:20
That's the lower arm done.
01:21
Let's move to the upper arm and we are going to
01:24
treat this area a little differently to the unreal mannequin.
01:28
So as before
01:29
duplicate the upper arm joint
01:32
and delete its Children.
01:36
Let's find the name of the twist joint.
01:40
Here it is.
01:43
Let's rename our new joint before we move on.
01:48
There we go
01:50
with this first joint. We're going to leave it here.
01:52
We need this to help with how the shoulder rotates and deforms.
01:57
If you rotate your own shoulder forwards and backwards, up and down
02:01
the shoulder moves with it.
02:03
However, if you twist your arm, the shoulder doesn't twist
02:07
instead your arm twists around the bicep area.
02:11
So we will use this joint later to help replicate this movement.
02:15
Now we need a second twist joint. This will sit in the middle of the arm.
02:20
So duplicate the first
02:22
and change the number to two,
02:25
just like with the lower arm, we will use a constraint to position it.
02:29
So select the lower arm and upper arm joints
02:32
and then the second twist joint
02:34
and create a point constraint
02:37
that's moved. So we can now delete the constraint
02:43
and parent the joints to the upper arm.
02:50
So that all moves together,
02:52
that's the extra arm joints added.
02:54
So let's now add them to the leg and it's exactly the same process.
02:59
Let's copy the name from the unreal skeleton.
03:07
So with the thigh, we are going to use the same set up as the upper arm.
03:10
So we can get the correct defamation.
03:12
Meaning the upper thigh doesn't twist as much as the lower
03:16
duplicate the thigh
03:19
and delete everything underneath it.
03:21
Now, rename it, just paste the name you copied previously.
03:25
Duplicate that twist joint
03:28
and change the number from 1 to 2
03:35
and use another point constraints to update its position.
03:44
Remember to delete the constraint node.
03:48
Oh, and I'll fix that name.
03:52
OK. That's better.
03:54
Now, parent it to the thigh joint.
04:02
The first twist joint needs parenting to it too
04:06
good.
04:09
Actually, I'll update the upper arm too,
04:12
moving the first twist joint. So it's parented to it
04:19
right next section.
04:23
So copy the name,
04:25
we need to do this lower section because this is a calf,
04:30
duplicate the calf and then delete its Children.
04:33
Oh That sounds so harsh. Delete your Children,
04:37
rename it to twist one.
04:39
Now update its position with a point constraint
04:46
and then delete the constraint
04:50
and parent the joint to the calf.
04:53
Now let's do the knee section.
04:56
So copy the knee,
04:58
delete the other joints beneath it.
05:01
That way of putting it sounds better.
05:03
Update the name. So we know it's a twist joint
05:06
point constrain it to the calf and knee joints.
05:11
Actually,
05:12
you may be wondering why I use a point constraint and not a parent constraint.
05:16
Let me quickly demonstrate the difference.
05:20
If I use a parent constraint instead,
05:22
we can tell it to use the translations and rotations,
05:26
applying that moves the joint. But it also rotates it too.
05:30
So as you can see
05:31
the joint's orientation has changed, whereas we need it to remain the same.
05:36
This is because it's trying to find an in between point from the
05:39
orientation of the first joint and the orientation of the second joint.
05:44
This is why I prefer to use a point constraint. In this instant,
05:47
the orientation is kept the same as the knee joint.
05:51
OK. Let's delete that
05:54
and parent the twist joint to the knee.
05:57
OK. All done.
05:60
So that's the main joints we need at this stage.
Video transcript
00:03
So next, we need to add the twist joints.
00:09
You can see one here on the unreal skeleton.
00:12
Let's copy that name for now,
00:16
duplicate the lower arm joint
00:21
and delete its Children.
00:23
So there is nothing parented to it.
00:25
We need this joint to be exactly half way between the lower arm and hand joints.
00:31
The quickest way to do this is to use another constraint.
00:34
So like the hand and the lower arm joints
00:38
and add the new lower arm underscore L one joint to the selection
00:44
you had this one last because this is the joint being constrained.
00:48
Now go to constrain point just as we did earlier.
00:52
So just like we did with the eye, we need to maintain offset disabled.
00:55
So the joint moves,
00:58
you can see that it's now moved between the other joints.
01:02
Now it's in position, we can delete the constraint
01:06
and parent that to the lower arm joint.
01:09
So it moves with the lower arm. Also, we need to remember to rename the new joint.
01:14
So let's paste the name we copied earlier. So it matches the unreal skeleton.
01:20
That's the lower arm done.
01:21
Let's move to the upper arm and we are going to
01:24
treat this area a little differently to the unreal mannequin.
01:28
So as before
01:29
duplicate the upper arm joint
01:32
and delete its Children.
01:36
Let's find the name of the twist joint.
01:40
Here it is.
01:43
Let's rename our new joint before we move on.
01:48
There we go
01:50
with this first joint. We're going to leave it here.
01:52
We need this to help with how the shoulder rotates and deforms.
01:57
If you rotate your own shoulder forwards and backwards, up and down
02:01
the shoulder moves with it.
02:03
However, if you twist your arm, the shoulder doesn't twist
02:07
instead your arm twists around the bicep area.
02:11
So we will use this joint later to help replicate this movement.
02:15
Now we need a second twist joint. This will sit in the middle of the arm.
02:20
So duplicate the first
02:22
and change the number to two,
02:25
just like with the lower arm, we will use a constraint to position it.
02:29
So select the lower arm and upper arm joints
02:32
and then the second twist joint
02:34
and create a point constraint
02:37
that's moved. So we can now delete the constraint
02:43
and parent the joints to the upper arm.
02:50
So that all moves together,
02:52
that's the extra arm joints added.
02:54
So let's now add them to the leg and it's exactly the same process.
02:59
Let's copy the name from the unreal skeleton.
03:07
So with the thigh, we are going to use the same set up as the upper arm.
03:10
So we can get the correct defamation.
03:12
Meaning the upper thigh doesn't twist as much as the lower
03:16
duplicate the thigh
03:19
and delete everything underneath it.
03:21
Now, rename it, just paste the name you copied previously.
03:25
Duplicate that twist joint
03:28
and change the number from 1 to 2
03:35
and use another point constraints to update its position.
03:44
Remember to delete the constraint node.
03:48
Oh, and I'll fix that name.
03:52
OK. That's better.
03:54
Now, parent it to the thigh joint.
04:02
The first twist joint needs parenting to it too
04:06
good.
04:09
Actually, I'll update the upper arm too,
04:12
moving the first twist joint. So it's parented to it
04:19
right next section.
04:23
So copy the name,
04:25
we need to do this lower section because this is a calf,
04:30
duplicate the calf and then delete its Children.
04:33
Oh That sounds so harsh. Delete your Children,
04:37
rename it to twist one.
04:39
Now update its position with a point constraint
04:46
and then delete the constraint
04:50
and parent the joint to the calf.
04:53
Now let's do the knee section.
04:56
So copy the knee,
04:58
delete the other joints beneath it.
05:01
That way of putting it sounds better.
05:03
Update the name. So we know it's a twist joint
05:06
point constrain it to the calf and knee joints.
05:11
Actually,
05:12
you may be wondering why I use a point constraint and not a parent constraint.
05:16
Let me quickly demonstrate the difference.
05:20
If I use a parent constraint instead,
05:22
we can tell it to use the translations and rotations,
05:26
applying that moves the joint. But it also rotates it too.
05:30
So as you can see
05:31
the joint's orientation has changed, whereas we need it to remain the same.
05:36
This is because it's trying to find an in between point from the
05:39
orientation of the first joint and the orientation of the second joint.
05:44
This is why I prefer to use a point constraint. In this instant,
05:47
the orientation is kept the same as the knee joint.
05:51
OK. Let's delete that
05:54
and parent the twist joint to the knee.
05:57
OK. All done.
05:60
So that's the main joints we need at this stage.
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