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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
Discover how to fix the orientation of joint axes to ensure proper deformation during animation.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
If you build your joint chain and then decide
00:05
you want to change the orientation of the joints,
00:08
you don't need to rebuild everything.
00:10
You can use another tool to help.
00:12
Let's build the joint chain again
00:18
and close
00:18
X.
00:20
Let's imagine you're building the skeleton and you need to reposition the joints.
00:25
So let's move this to here
00:28
and this here
00:29
maybe down slightly too
00:33
and move this up here.
00:35
As you can see, manually moving, the joints has broken the orientations.
00:39
So each axis is now misaligned and no longer points to the next joint.
00:44
So essentially the rotations won't work as we would expect.
00:51
You see,
00:52
we've lost the nice twist we had.
00:56
It's not an issue though.
00:59
All we need to do is go to skeleton orient joint and open the options.
01:05
As you can see, this is exactly the same as a section we had in the create joint tool.
01:10
I'll just reset it.
01:13
So you see, we have the same options here to control where each axis will point.
01:18
We can tell the tool to also affect all the Children of the selected joint.
01:22
So the other joints in the chain,
01:25
if I apply this. Now
01:27
the orientations are corrected using the settings in the tool as a guide.
01:31
So X is now pointing down the joint again
01:34
and Y is pointing up,
01:39
twist is fixed.
01:43
It works here too because we told it to also update the selected joints. Children,
01:48
we can also completely change this setup if we like.
01:52
So let's switch to Y being down the joint
01:55
and we will leave ZED pointing up
01:59
that's updated.
02:01
Good.
02:02
As you can see, it's dead easy to correct the orientations. If you need to,
02:06
the only joint it won't affect is the last joint in the chain.
02:10
Simply because that has nothing to point towards
02:13
what we can do with this though is instead
02:15
tell it to match the previous joints orientation.
02:19
This is essential if this were to be a wrist joint. For example,
02:23
all we need to do is enable orient joint to world again
02:27
and apply that
02:28
because this is already a child of a joint,
02:30
it will just inherit its parents' orientation.
02:34
So that now matches this one's orientation.
02:40
OK. Let's close that
02:43
if you did want the end joint to have a different orientation,
02:46
simply create a temporary child to that joint,
02:49
fix the orientation
02:51
and then delete the temporary joint.
Video transcript
00:03
If you build your joint chain and then decide
00:05
you want to change the orientation of the joints,
00:08
you don't need to rebuild everything.
00:10
You can use another tool to help.
00:12
Let's build the joint chain again
00:18
and close
00:18
X.
00:20
Let's imagine you're building the skeleton and you need to reposition the joints.
00:25
So let's move this to here
00:28
and this here
00:29
maybe down slightly too
00:33
and move this up here.
00:35
As you can see, manually moving, the joints has broken the orientations.
00:39
So each axis is now misaligned and no longer points to the next joint.
00:44
So essentially the rotations won't work as we would expect.
00:51
You see,
00:52
we've lost the nice twist we had.
00:56
It's not an issue though.
00:59
All we need to do is go to skeleton orient joint and open the options.
01:05
As you can see, this is exactly the same as a section we had in the create joint tool.
01:10
I'll just reset it.
01:13
So you see, we have the same options here to control where each axis will point.
01:18
We can tell the tool to also affect all the Children of the selected joint.
01:22
So the other joints in the chain,
01:25
if I apply this. Now
01:27
the orientations are corrected using the settings in the tool as a guide.
01:31
So X is now pointing down the joint again
01:34
and Y is pointing up,
01:39
twist is fixed.
01:43
It works here too because we told it to also update the selected joints. Children,
01:48
we can also completely change this setup if we like.
01:52
So let's switch to Y being down the joint
01:55
and we will leave ZED pointing up
01:59
that's updated.
02:01
Good.
02:02
As you can see, it's dead easy to correct the orientations. If you need to,
02:06
the only joint it won't affect is the last joint in the chain.
02:10
Simply because that has nothing to point towards
02:13
what we can do with this though is instead
02:15
tell it to match the previous joints orientation.
02:19
This is essential if this were to be a wrist joint. For example,
02:23
all we need to do is enable orient joint to world again
02:27
and apply that
02:28
because this is already a child of a joint,
02:30
it will just inherit its parents' orientation.
02:34
So that now matches this one's orientation.
02:40
OK. Let's close that
02:43
if you did want the end joint to have a different orientation,
02:46
simply create a temporary child to that joint,
02:49
fix the orientation
02:51
and then delete the temporary joint.
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