& 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
Learn how to visualize joint orientation for a better understanding of the skeleton's structure and movement.
Type:
Tutorial
Length:
4 min.
Transcript
00:03
There are times when you will want to be able
00:05
to see a joint orientation without having to select it
00:09
to do this, select the joints
00:14
and go to display,
00:16
transform display local rotational axis.
00:21
We can now see which way each axis is orientated.
00:27
What this also allows us to do is go in and
00:29
manually adjust each axis rather than it being done automatically.
00:35
There are plenty of times you will need to do this because the
00:37
mayor tools don't always get the joints access pointing the way you want.
00:41
You will see this as we build the creature's skeleton.
00:45
What we need to do first is switch to component mode
00:48
using this button here.
00:50
Now move over to the miscellaneous components button.
00:54
This is the one that looks like a question mark
00:56
and right click,
00:58
select local rotational axis.
01:01
What this allows you to do is select the axis itself.
01:05
It will turn yellow when selected,
01:09
you can then adjust it like. So
01:12
let's say we need it to point more in this direction.
01:20
So you can see that the orientation has been changed
01:23
and we can rotate it around a new axis.
01:26
This does leave us with a problem though,
01:29
if I select the root joint,
01:32
you will see that the rotation and translation axes both match
01:39
even the scale axis is the same.
01:42
If we zoom in a little,
01:45
you can see that we change the rotational
01:47
axis but the translation axis hasn't changed.
01:51
So it's different.
01:53
So this and the scale axis need updating too or it will cause issues with the rig.
02:00
If I look at the joints attributes,
02:04
you can see here there is now a value of minus 57 on the rotate axis.
02:10
This is essentially an offset we added when we edited the axis
02:15
having this value here isn't ideal. Like I said, it can cause problems with the rig.
02:20
But more importantly, when the skeleton is exported to a game engine,
02:24
the animation won't come through correctly.
02:27
So we ideally need to clear this value,
02:30
maintain our orientation
02:32
and also make the translation and scale axes match the new orientation.
02:37
The problem is there is no magic button or tool to fix this. Yet in Maya
02:42
on the bright side, it is a very easy fix and all we need to do is use a bit of mel script,
02:48
open the script editor.
02:51
Now, don't worry if yours looks different to mine.
02:53
I prefer to use a plug in which enhances my script editor.
02:56
This is because I do a lot of scripting.
02:60
All you need to do is type
03:02
joint
03:04
minus E
03:06
minus zso
03:10
all this is going to do is edit the joint and reset its scale orient,
03:14
which will also reset the translate axis to
03:18
if I select the code now press enter to run it with the joints selected.
03:23
You see the translation axis resets to match the rotation. One
03:28
that fixes the problem.
03:30
The scale axis is corrected too.
03:34
We have also zeroed out the rotate axis values too.
03:37
So the joint is now clean and tidy and ready to be passed to a game engine.
Video transcript
00:03
There are times when you will want to be able
00:05
to see a joint orientation without having to select it
00:09
to do this, select the joints
00:14
and go to display,
00:16
transform display local rotational axis.
00:21
We can now see which way each axis is orientated.
00:27
What this also allows us to do is go in and
00:29
manually adjust each axis rather than it being done automatically.
00:35
There are plenty of times you will need to do this because the
00:37
mayor tools don't always get the joints access pointing the way you want.
00:41
You will see this as we build the creature's skeleton.
00:45
What we need to do first is switch to component mode
00:48
using this button here.
00:50
Now move over to the miscellaneous components button.
00:54
This is the one that looks like a question mark
00:56
and right click,
00:58
select local rotational axis.
01:01
What this allows you to do is select the axis itself.
01:05
It will turn yellow when selected,
01:09
you can then adjust it like. So
01:12
let's say we need it to point more in this direction.
01:20
So you can see that the orientation has been changed
01:23
and we can rotate it around a new axis.
01:26
This does leave us with a problem though,
01:29
if I select the root joint,
01:32
you will see that the rotation and translation axes both match
01:39
even the scale axis is the same.
01:42
If we zoom in a little,
01:45
you can see that we change the rotational
01:47
axis but the translation axis hasn't changed.
01:51
So it's different.
01:53
So this and the scale axis need updating too or it will cause issues with the rig.
02:00
If I look at the joints attributes,
02:04
you can see here there is now a value of minus 57 on the rotate axis.
02:10
This is essentially an offset we added when we edited the axis
02:15
having this value here isn't ideal. Like I said, it can cause problems with the rig.
02:20
But more importantly, when the skeleton is exported to a game engine,
02:24
the animation won't come through correctly.
02:27
So we ideally need to clear this value,
02:30
maintain our orientation
02:32
and also make the translation and scale axes match the new orientation.
02:37
The problem is there is no magic button or tool to fix this. Yet in Maya
02:42
on the bright side, it is a very easy fix and all we need to do is use a bit of mel script,
02:48
open the script editor.
02:51
Now, don't worry if yours looks different to mine.
02:53
I prefer to use a plug in which enhances my script editor.
02:56
This is because I do a lot of scripting.
02:60
All you need to do is type
03:02
joint
03:04
minus E
03:06
minus zso
03:10
all this is going to do is edit the joint and reset its scale orient,
03:14
which will also reset the translate axis to
03:18
if I select the code now press enter to run it with the joints selected.
03:23
You see the translation axis resets to match the rotation. One
03:28
that fixes the problem.
03:30
The scale axis is corrected too.
03:34
We have also zeroed out the rotate axis values too.
03:37
So the joint is now clean and tidy and ready to be passed to a game engine.
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