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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Understand the rotation order of joints by examining how the manipulator works, versus how the gimbal works.
Type:
Tutorial
Length:
5 min.
Transcript
00:03
As you rotate a joint in Maya, you will see that each axis, red, green and blue
00:09
all follow as it moves,
00:12
they all stay locked equally distance from each other,
00:15
which makes animation so much easier.
00:18
The problem is this is all a lie.
00:20
We aren't actually looking at the correct axes.
00:24
If I hold down, control and shift
00:26
and then right click,
00:28
we get this marking menu
00:30
in here, we can change how the manipulator looks and how it works.
00:35
Let's change this from object to gimbal.
00:40
You will see that the blue circle has now disappeared.
00:43
What you will also notice is that you can't manipulate the joint now,
00:47
not without selecting an axis.
00:50
Now, if I rotate the Y axis, the red X axis follows but the blue Z axis doesn't.
00:56
But if I select the Z axis and rotate that the other two follow it,
01:01
what's even more confusing is if I switch to the X axis, neither of the others move.
01:06
So what's going on?
01:09
What we are seeing are the true rotational axes.
01:13
So instead of them all moving as one,
01:15
what you can see is that they are in a hierarchy of their own
01:18
much like our joint chain.
01:21
In this setup, Z is a parent axis,
01:25
Y is then parent to this
01:27
and then X sits at the end of the chain. So it has no Children beneath it.
01:32
So this is why Z moves everything Y only affects X
01:36
and X doesn't alter the other axes.
01:40
It's because of this set up, we can do something like this.
01:43
If I rotate Y to this point,
01:46
you will see that the X and Z axis are overlapping.
01:49
And this is gimbal lock
01:51
when two axes occupy the same plane.
01:55
So essentially both rotate the same way
01:58
locking this joint until the Y axis moves again.
02:02
So how do we get around this issue?
02:05
Unfortunately, there is no easy fix which will work in all situations.
02:10
Not without creating a complicated system of nodes. Anyway,
02:14
what we can do though is change the hierarchy.
02:17
So we can dictate which axis will affect which
02:21
and we can do this with the rotate order attribute
02:26
by default, it is set to XYZ
02:29
and this is almost the reverse of what the hierarchy is representing.
02:33
So X is actually at the bottom of the chain.
02:38
Why is in the middle
02:42
and Z is at the top?
02:46
There are lots of other options for you to experiment with.
02:52
Let's try the next one down YZX.
02:57
So this should mean that Y is now at the bottom of the chain. Then Z
03:01
and then X should be at the top and affect everything else.
03:05
OK. So why doesn't move anything else?
03:09
Z moves Y
03:12
and X moves the others.
03:15
OK. Let's try another
03:17
Zyx.
03:21
So this time Z has the least control,
03:24
why is in the middle
03:27
and X is the dominant axis?
03:30
So you can now see how that changes how the joint rotates.
03:34
The idea is that you would set this up to minimize the chances of gimbal lock.
03:38
So you work out which axis will be used most often
03:42
and then set the rotate order to reflect this.
03:45
So if this were an arm,
03:47
we would use Z to lower the limb
03:50
and then we can use Y to move it forwards and backwards,
03:55
leaving X to be used as the twist.
03:59
You see we still do hit that lock here.
04:02
And it's important to say that you will never completely avoid it.
04:06
What you can do is set the rotate order to reduce the chances of it happening.
04:10
Don't spend too much time worrying about each
04:12
and every joint though in your character,
04:14
in most cases,
04:16
the default XYZ will be fine because most joints
04:19
will only need to rotate one particular way.
04:22
The elbow, for example, should only need to move like this.
04:26
But even then we hit a lock at this point.
04:29
So in this instance,
04:30
we know that Y is the primary axis so we can change the rotate order to ZXY
04:40
that fixes it.
04:42
This is just something to keep in mind as you're building your skeleton
04:46
work out,
04:47
which axis is the most important and update that rotate order accordingly.
04:52
Don't worry too much though
04:54
you can change this later. So long as no animation has been done using the rig,
04:59
changing the rotation order after it's been animated
05:02
will break the animation.
05:05
Another important thing to mention is that
05:07
all your controls and offset groups if you
05:10
use them should also have the same rotation order as the joints they are moving.
Video transcript
00:03
As you rotate a joint in Maya, you will see that each axis, red, green and blue
00:09
all follow as it moves,
00:12
they all stay locked equally distance from each other,
00:15
which makes animation so much easier.
00:18
The problem is this is all a lie.
00:20
We aren't actually looking at the correct axes.
00:24
If I hold down, control and shift
00:26
and then right click,
00:28
we get this marking menu
00:30
in here, we can change how the manipulator looks and how it works.
00:35
Let's change this from object to gimbal.
00:40
You will see that the blue circle has now disappeared.
00:43
What you will also notice is that you can't manipulate the joint now,
00:47
not without selecting an axis.
00:50
Now, if I rotate the Y axis, the red X axis follows but the blue Z axis doesn't.
00:56
But if I select the Z axis and rotate that the other two follow it,
01:01
what's even more confusing is if I switch to the X axis, neither of the others move.
01:06
So what's going on?
01:09
What we are seeing are the true rotational axes.
01:13
So instead of them all moving as one,
01:15
what you can see is that they are in a hierarchy of their own
01:18
much like our joint chain.
01:21
In this setup, Z is a parent axis,
01:25
Y is then parent to this
01:27
and then X sits at the end of the chain. So it has no Children beneath it.
01:32
So this is why Z moves everything Y only affects X
01:36
and X doesn't alter the other axes.
01:40
It's because of this set up, we can do something like this.
01:43
If I rotate Y to this point,
01:46
you will see that the X and Z axis are overlapping.
01:49
And this is gimbal lock
01:51
when two axes occupy the same plane.
01:55
So essentially both rotate the same way
01:58
locking this joint until the Y axis moves again.
02:02
So how do we get around this issue?
02:05
Unfortunately, there is no easy fix which will work in all situations.
02:10
Not without creating a complicated system of nodes. Anyway,
02:14
what we can do though is change the hierarchy.
02:17
So we can dictate which axis will affect which
02:21
and we can do this with the rotate order attribute
02:26
by default, it is set to XYZ
02:29
and this is almost the reverse of what the hierarchy is representing.
02:33
So X is actually at the bottom of the chain.
02:38
Why is in the middle
02:42
and Z is at the top?
02:46
There are lots of other options for you to experiment with.
02:52
Let's try the next one down YZX.
02:57
So this should mean that Y is now at the bottom of the chain. Then Z
03:01
and then X should be at the top and affect everything else.
03:05
OK. So why doesn't move anything else?
03:09
Z moves Y
03:12
and X moves the others.
03:15
OK. Let's try another
03:17
Zyx.
03:21
So this time Z has the least control,
03:24
why is in the middle
03:27
and X is the dominant axis?
03:30
So you can now see how that changes how the joint rotates.
03:34
The idea is that you would set this up to minimize the chances of gimbal lock.
03:38
So you work out which axis will be used most often
03:42
and then set the rotate order to reflect this.
03:45
So if this were an arm,
03:47
we would use Z to lower the limb
03:50
and then we can use Y to move it forwards and backwards,
03:55
leaving X to be used as the twist.
03:59
You see we still do hit that lock here.
04:02
And it's important to say that you will never completely avoid it.
04:06
What you can do is set the rotate order to reduce the chances of it happening.
04:10
Don't spend too much time worrying about each
04:12
and every joint though in your character,
04:14
in most cases,
04:16
the default XYZ will be fine because most joints
04:19
will only need to rotate one particular way.
04:22
The elbow, for example, should only need to move like this.
04:26
But even then we hit a lock at this point.
04:29
So in this instance,
04:30
we know that Y is the primary axis so we can change the rotate order to ZXY
04:40
that fixes it.
04:42
This is just something to keep in mind as you're building your skeleton
04:46
work out,
04:47
which axis is the most important and update that rotate order accordingly.
04:52
Don't worry too much though
04:54
you can change this later. So long as no animation has been done using the rig,
04:59
changing the rotation order after it's been animated
05:02
will break the animation.
05:05
Another important thing to mention is that
05:07
all your controls and offset groups if you
05:10
use them should also have the same rotation order as the joints they are moving.
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