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Professional CAD/CAM tools built on Inventor and AutoCAD
Gain insights into additional joint options in Maya, including symmetry, constraints, and projected centering.
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.
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.