• Maya

Understanding additional joint options

Gain insights into additional joint options in Maya, including symmetry, constraints, and projected centering.


00:03

There are a couple of other options which you

00:05

might find useful when building your joint chains.

00:09

The first is symmetry.

00:11

This is off by default.

00:13

But when active,

00:14

this will automatically create the joints on the

00:16

opposite side of the character for you.

00:20

This is what happens with it disabled. As you already know

00:28

if I set this to x axis, it will mirror the joints along the X axis here.

00:34

If I create the joints, now you can see the opposite side has been created too.

00:40

What's even better is we can move this side

00:43

and the other follows.

00:47

So it's a proper mirror image,

00:51

we can rotate it too and it follows.

00:55

So you can see how this could help speed up the process of building a skeleton.

01:01

Let's create another and mirror across the Z axis instead.

01:12

And that's done

01:20

if we look in the outliner. Now you can see that the opposite skeleton

01:23

has symmetry constraint nodes attached,

01:26

which are what makes the symmetry work.

01:29

The problem is these also lock the joints so you can't rotate them or translate them.

01:35

You can see they are locked by a direct connection with the yellow tags.

01:39

On the channel box.

01:40

So they will only follow where the original joints lead them

01:45

if you do want to get control of them.

01:46

Again, all you need to do is delete the constraints

01:50

that grants them their independence.

01:53

So you were then free to do what you like with them.

01:57

There's one more area I want to quickly talk about concerning joint creation

02:01

and that's the projected centering option.

02:04

What this will do is automatically place the joint in the middle of the model.

02:08

If we look at the arm

02:10

with this enabled,

02:11

I can simply click on the shoulder to place a joint

02:14

and mayor will work out the central point of the model.

02:17

For me,

02:18

it would help if we could see the joints.

02:20

So let's just enable x-ray joints so we can see the joints through the model.

02:25

OK. That's better

02:27

there, it is a tiny joint.

02:29

Now let's create one for the elbow

02:32

and finally another for the wrist.

02:37

So there you can see Maya has done a pretty good job of placing these joints for me

02:43

where this tool really shines though is with fingers.

02:49

Ideally, I'd show the wire frame so I could see where the knuckles are,

02:53

but this is just a demonstration.

02:59

So that's one finger done.

03:02

OK. Let's create the others

03:05

as a tip, you can press G to jump back into the last tool you used.

03:09

So in this instance, I can just press G

03:12

to reactivate the joint tool

03:17

and that's the thumb done.

03:19

Ok. That's the joints for the hand done.

03:22

Yes,

03:23

we would need to go in and adjust them further

03:25

and also make sure they are orientated the right way.

03:28

But this gives us a good starting point

03:31

with areas like the arms, legs and fingers, the tool works well,

03:35

but it does fall down when attempting something like the torso.

03:39

I'll just create a few quick joints to demonstrate,

03:44

As you can see from the front, they aren't aligned correctly.

03:47

Ideally, we need them straight.

03:49

So in this instance,

03:50

it would be better to create them with projected centering disabled.

Video transcript

00:03

There are a couple of other options which you

00:05

might find useful when building your joint chains.

00:09

The first is symmetry.

00:11

This is off by default.

00:13

But when active,

00:14

this will automatically create the joints on the

00:16

opposite side of the character for you.

00:20

This is what happens with it disabled. As you already know

00:28

if I set this to x axis, it will mirror the joints along the X axis here.

00:34

If I create the joints, now you can see the opposite side has been created too.

00:40

What's even better is we can move this side

00:43

and the other follows.

00:47

So it's a proper mirror image,

00:51

we can rotate it too and it follows.

00:55

So you can see how this could help speed up the process of building a skeleton.

01:01

Let's create another and mirror across the Z axis instead.

01:12

And that's done

01:20

if we look in the outliner. Now you can see that the opposite skeleton

01:23

has symmetry constraint nodes attached,

01:26

which are what makes the symmetry work.

01:29

The problem is these also lock the joints so you can't rotate them or translate them.

01:35

You can see they are locked by a direct connection with the yellow tags.

01:39

On the channel box.

01:40

So they will only follow where the original joints lead them

01:45

if you do want to get control of them.

01:46

Again, all you need to do is delete the constraints

01:50

that grants them their independence.

01:53

So you were then free to do what you like with them.

01:57

There's one more area I want to quickly talk about concerning joint creation

02:01

and that's the projected centering option.

02:04

What this will do is automatically place the joint in the middle of the model.

02:08

If we look at the arm

02:10

with this enabled,

02:11

I can simply click on the shoulder to place a joint

02:14

and mayor will work out the central point of the model.

02:17

For me,

02:18

it would help if we could see the joints.

02:20

So let's just enable x-ray joints so we can see the joints through the model.

02:25

OK. That's better

02:27

there, it is a tiny joint.

02:29

Now let's create one for the elbow

02:32

and finally another for the wrist.

02:37

So there you can see Maya has done a pretty good job of placing these joints for me

02:43

where this tool really shines though is with fingers.

02:49

Ideally, I'd show the wire frame so I could see where the knuckles are,

02:53

but this is just a demonstration.

02:59

So that's one finger done.

03:02

OK. Let's create the others

03:05

as a tip, you can press G to jump back into the last tool you used.

03:09

So in this instance, I can just press G

03:12

to reactivate the joint tool

03:17

and that's the thumb done.

03:19

Ok. That's the joints for the hand done.

03:22

Yes,

03:23

we would need to go in and adjust them further

03:25

and also make sure they are orientated the right way.

03:28

But this gives us a good starting point

03:31

with areas like the arms, legs and fingers, the tool works well,

03:35

but it does fall down when attempting something like the torso.

03:39

I'll just create a few quick joints to demonstrate,

03:44

As you can see from the front, they aren't aligned correctly.

03:47

Ideally, we need them straight.

03:49

So in this instance,

03:50

it would be better to create them with projected centering disabled.

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