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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
Learn about the joint rotational axis and its importance in animation and rigging.
Type:
Tutorial
Length:
4 min.
Transcript
00:03
Now, let's dig a little deeper into the world of joints.
00:07
Here, you can see we have a series of orientation settings.
00:11
These control how the joint's axis will be created.
00:16
If I enable orient joint to world,
00:19
you see the other options become disabled.
00:22
What this is going to do is create each joint but make its axis match the world axis.
00:27
So the axis you see down here,
00:30
let's create three joints again,
00:33
I'll do them like this. So it represents an arm with the shoulder, elbow and wrist.
00:40
Now, if I select the joints, you can see that the axis is the same as the world axis.
00:45
Usually when joints are created, the axis is automatically adjusted.
00:49
So the joint points to the next one in the chain.
00:52
So having the axis set up like this is no good for our joint chain.
00:56
If I twist the root, you will see that the elbow moves up and down,
00:60
but we need it to remain still and just rotate or twist with the root.
01:05
So we just want it to turn
01:07
and not change position,
01:09
the same with the middle joint or the elbow joint
01:13
rotating. This causes the wrist to move.
01:19
OK. Let's delete those and add in the correct orientations.
01:25
And let's turn this off. Now
01:27
let's create the chain again. But with these default settings,
01:33
you see
01:34
Maya has now adjusted the orientation of each joint for us.
01:38
So the X axis is now pointing towards the next joint.
01:43
What this means is I can now twist the root joint and the elbow joint rotates
01:47
but doesn't move up or down.
01:50
So this is more like how your shoulder would work
01:53
the same with the next joint.
02:00
OK. So let's look at what the settings do.
02:03
The primary axis is the one which will point towards the next joint in the chain,
02:09
the secondary axis points away from the joint.
02:12
Finally,
02:13
the secondary axis world orientation tells Mayer which
02:17
way you want the secondary axis to point.
02:20
It uses the world axis as a guide.
02:22
So setting this to Y means the secondary axis will point up wherever possible.
02:27
You can also use this drop down box to invert the direction if needed.
02:32
Let's build the joints again. So you can see what these do.
02:36
So here you can see we set secondary axis to Y
02:39
and it's pointing up because secondary world axis orientation is also set to Y.
02:46
The primary axis is X just as we specified in the settings.
02:50
The Z axis isn't set because its position is
02:53
purely dictated by the primary and secondary axis.
02:57
What's good is we can change this completely.
03:00
So this time, let's have Y pointing down the joint,
03:04
the secondary axis has automatically jumped over to Z because we can't
03:08
have the primary and secondary axis pointing in the same direction.
03:12
Let's change this to X. Actually.
03:15
Now we need to decide which way we want X to point,
03:19
we can leave this set to Y because we want the X axis to point up.
03:23
Let's create some joints and see what we have.
03:27
So there we now have Y pointing down the joint
03:30
and X is pointing up. Perfect.
03:34
OK. Let's do this one more time.
03:37
So I want Z pointing down the joint this time.
03:39
I want Y to be the secondary axis
03:42
and that should point to the right or along the world's x axis.
03:54
So now we have the X axis pointing up
03:57
and that's because we told the Y axis to try and point to the right
04:02
because the joint is already pointing right. It's trying its best to go there.
04:06
But this is as far as it can go.
04:09
So that's how to set up your rotational axis.
Video transcript
00:03
Now, let's dig a little deeper into the world of joints.
00:07
Here, you can see we have a series of orientation settings.
00:11
These control how the joint's axis will be created.
00:16
If I enable orient joint to world,
00:19
you see the other options become disabled.
00:22
What this is going to do is create each joint but make its axis match the world axis.
00:27
So the axis you see down here,
00:30
let's create three joints again,
00:33
I'll do them like this. So it represents an arm with the shoulder, elbow and wrist.
00:40
Now, if I select the joints, you can see that the axis is the same as the world axis.
00:45
Usually when joints are created, the axis is automatically adjusted.
00:49
So the joint points to the next one in the chain.
00:52
So having the axis set up like this is no good for our joint chain.
00:56
If I twist the root, you will see that the elbow moves up and down,
00:60
but we need it to remain still and just rotate or twist with the root.
01:05
So we just want it to turn
01:07
and not change position,
01:09
the same with the middle joint or the elbow joint
01:13
rotating. This causes the wrist to move.
01:19
OK. Let's delete those and add in the correct orientations.
01:25
And let's turn this off. Now
01:27
let's create the chain again. But with these default settings,
01:33
you see
01:34
Maya has now adjusted the orientation of each joint for us.
01:38
So the X axis is now pointing towards the next joint.
01:43
What this means is I can now twist the root joint and the elbow joint rotates
01:47
but doesn't move up or down.
01:50
So this is more like how your shoulder would work
01:53
the same with the next joint.
02:00
OK. So let's look at what the settings do.
02:03
The primary axis is the one which will point towards the next joint in the chain,
02:09
the secondary axis points away from the joint.
02:12
Finally,
02:13
the secondary axis world orientation tells Mayer which
02:17
way you want the secondary axis to point.
02:20
It uses the world axis as a guide.
02:22
So setting this to Y means the secondary axis will point up wherever possible.
02:27
You can also use this drop down box to invert the direction if needed.
02:32
Let's build the joints again. So you can see what these do.
02:36
So here you can see we set secondary axis to Y
02:39
and it's pointing up because secondary world axis orientation is also set to Y.
02:46
The primary axis is X just as we specified in the settings.
02:50
The Z axis isn't set because its position is
02:53
purely dictated by the primary and secondary axis.
02:57
What's good is we can change this completely.
03:00
So this time, let's have Y pointing down the joint,
03:04
the secondary axis has automatically jumped over to Z because we can't
03:08
have the primary and secondary axis pointing in the same direction.
03:12
Let's change this to X. Actually.
03:15
Now we need to decide which way we want X to point,
03:19
we can leave this set to Y because we want the X axis to point up.
03:23
Let's create some joints and see what we have.
03:27
So there we now have Y pointing down the joint
03:30
and X is pointing up. Perfect.
03:34
OK. Let's do this one more time.
03:37
So I want Z pointing down the joint this time.
03:39
I want Y to be the secondary axis
03:42
and that should point to the right or along the world's x axis.
03:54
So now we have the X axis pointing up
03:57
and that's because we told the Y axis to try and point to the right
04:02
because the joint is already pointing right. It's trying its best to go there.
04:06
But this is as far as it can go.
04:09
So that's how to set up your rotational axis.
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