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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
Use the Joint Orient tool to fix misaligned or broken joints and ensure parent-child relationships are correct in the joint hierarchy.
Type:
Tutorial
Length:
2 min.
Transcript
00:04
Let's see how the rotational axes are looking.
00:07
Let's select the root joint
00:10
and go to select hierarchy.
00:13
Now go to display transform, display local rotational axis.
00:19
I can already see a lot of these looking. OK.
00:22
This is because we specified that we wanted why to point down the joint
00:26
in the joint creation options.
00:29
The problem is we've been moving these around.
00:31
So even though some of these look fine, they may actually be slightly misaligned
00:36
or like here, more obviously broken.
00:41
It's not a problem though because we can easily fix them with the joint orient tool.
00:48
So the route is fine. We need this to stay matching the world orientation,
00:53
the same with the cog.
00:55
So let's select the pelvis joint as the starting point
01:01
and go to skeleton orient joint and open the options.
01:06
Let's reset the settings.
01:08
So we want Y to be the primary axis
01:12
and we want the secondary axis which is Z
01:15
to point forwards along the world's said axis.
01:19
OK. That's set.
01:21
If I apply that now you will see the spine is fixed
01:25
and this update will also travel through the upper body setting,
01:28
the rest of the joints for us
01:30
sir, this will fix those small issues
01:33
with the head. We ideally want this to be reset back to the world orientation too.
01:38
It makes it better for the animator and the controls. This way,
01:42
if I set this to orient joint to world
01:45
and to play it,
01:46
you will see that this isn't how we want it to be orientated.
01:50
It's inheriting the orientation from its parent joint,
01:53
but you want it to match the world access.
01:56
So all we need to do is temporarily un parent it from the neck joint.
02:01
If we try that again,
02:03
it now works because its parent is the world. So it's matching that orientation.
02:09
It's also updated the eye joint for us too,
02:12
which is good because this is how we wanted this orientated too.
02:16
OK. Let's parent the head back to the neck.
02:21
So the head works well.
02:24
And so does the eye
02:26
good.
02:27
OK. Let's check the arm
02:31
clavicle looks good.
02:34
So does the upper arm
02:37
and the lower arm,
02:40
the fingers actually look OK too.
02:42
The wrist does have some issues though.
02:44
There are mixed orientations here where the orient
02:47
joint tool has got a little confused.
02:50
We can fix this in much the same way as we approach the head,
02:55
like some parent, the fingers and thumb
02:58
and select the hand joint and the twist joint too.
03:01
All we need to do is reset those.
03:04
Now the orientation matches the upper arm and elbow,
03:08
which is exactly what we need the wrist to do.
03:10
So it moves correctly.
03:12
We can now parent the fingers back to the hand joint.
03:17
Ok, let's update the lag next,
03:19
select the thigh joint this time
03:23
and turn off orient joint to world.
03:26
So these are set the same as the upper body.
03:29
And let's apply that.
03:32
I saw a few orientations of that then
03:39
looks like the toes and the foot are a bit of a mess though. So let's fix them
03:44
just like with a hand. We need to un parent the toes first
03:51
and we could reset the foot joints. Now,
03:56
now this looks OK.
03:57
But when it comes to the foot, we need the orientations to be a little different
04:02
at the moment. They are just inheriting the orientation from their parent joints,
04:07
let some parent these temporarily
04:11
and reset them again.
04:12
But this time make them match the world orientation.
04:16
You see,
04:17
we want the animator to have the ability
04:18
to position the feet using this orientation instead,
04:22
which makes animating things like walk cycles so much easier.
04:27
It also helps in the game engine too with foot placement.
04:31
OK. Let's parent the foot joint back to the calf joint.
04:38
We comparing the toes back to the foot joint too.
04:52
So if we apply the same orientation to the toes,
04:56
they look wrong,
04:58
why is fine because it's pointing to the next joint.
05:01
But the X and Z axis are all over the place.
05:05
This is because the Y axis is pointing forwards.
05:08
So the Z axis doesn't know where to go.
05:11
So with the tours, we need to change the configuration.
05:15
This time, we could set the X axis to always point to the side
05:19
or simply tell the Z axis to point up along the world's y axis. Let's do that.
05:25
That's much better and much cleaner
05:28
right now. The other two,
05:31
all we need to do now is reset the end joints.
05:38
OK. Good.
05:39
The foot is looking much better. Now,
05:44
one thing we also need to check is that the rotation attributes are all at zero.
05:49
Having values on these will cause problems not only
05:52
with the rig but with exporting animation too.
05:55
So it's a good idea to make sure they are frozen.
05:57
Let's quickly do that. Now
05:60
select the root joint and go to modify
06:02
freeze transformations and open the options.
06:06
We only want to affect the rotate attributes.
06:10
Let's apply that
06:11
and it will work its way through the skeleton,
06:13
cleaning the rest of the joints in the hierarchy for us.
Video transcript
00:04
Let's see how the rotational axes are looking.
00:07
Let's select the root joint
00:10
and go to select hierarchy.
00:13
Now go to display transform, display local rotational axis.
00:19
I can already see a lot of these looking. OK.
00:22
This is because we specified that we wanted why to point down the joint
00:26
in the joint creation options.
00:29
The problem is we've been moving these around.
00:31
So even though some of these look fine, they may actually be slightly misaligned
00:36
or like here, more obviously broken.
00:41
It's not a problem though because we can easily fix them with the joint orient tool.
00:48
So the route is fine. We need this to stay matching the world orientation,
00:53
the same with the cog.
00:55
So let's select the pelvis joint as the starting point
01:01
and go to skeleton orient joint and open the options.
01:06
Let's reset the settings.
01:08
So we want Y to be the primary axis
01:12
and we want the secondary axis which is Z
01:15
to point forwards along the world's said axis.
01:19
OK. That's set.
01:21
If I apply that now you will see the spine is fixed
01:25
and this update will also travel through the upper body setting,
01:28
the rest of the joints for us
01:30
sir, this will fix those small issues
01:33
with the head. We ideally want this to be reset back to the world orientation too.
01:38
It makes it better for the animator and the controls. This way,
01:42
if I set this to orient joint to world
01:45
and to play it,
01:46
you will see that this isn't how we want it to be orientated.
01:50
It's inheriting the orientation from its parent joint,
01:53
but you want it to match the world access.
01:56
So all we need to do is temporarily un parent it from the neck joint.
02:01
If we try that again,
02:03
it now works because its parent is the world. So it's matching that orientation.
02:09
It's also updated the eye joint for us too,
02:12
which is good because this is how we wanted this orientated too.
02:16
OK. Let's parent the head back to the neck.
02:21
So the head works well.
02:24
And so does the eye
02:26
good.
02:27
OK. Let's check the arm
02:31
clavicle looks good.
02:34
So does the upper arm
02:37
and the lower arm,
02:40
the fingers actually look OK too.
02:42
The wrist does have some issues though.
02:44
There are mixed orientations here where the orient
02:47
joint tool has got a little confused.
02:50
We can fix this in much the same way as we approach the head,
02:55
like some parent, the fingers and thumb
02:58
and select the hand joint and the twist joint too.
03:01
All we need to do is reset those.
03:04
Now the orientation matches the upper arm and elbow,
03:08
which is exactly what we need the wrist to do.
03:10
So it moves correctly.
03:12
We can now parent the fingers back to the hand joint.
03:17
Ok, let's update the lag next,
03:19
select the thigh joint this time
03:23
and turn off orient joint to world.
03:26
So these are set the same as the upper body.
03:29
And let's apply that.
03:32
I saw a few orientations of that then
03:39
looks like the toes and the foot are a bit of a mess though. So let's fix them
03:44
just like with a hand. We need to un parent the toes first
03:51
and we could reset the foot joints. Now,
03:56
now this looks OK.
03:57
But when it comes to the foot, we need the orientations to be a little different
04:02
at the moment. They are just inheriting the orientation from their parent joints,
04:07
let some parent these temporarily
04:11
and reset them again.
04:12
But this time make them match the world orientation.
04:16
You see,
04:17
we want the animator to have the ability
04:18
to position the feet using this orientation instead,
04:22
which makes animating things like walk cycles so much easier.
04:27
It also helps in the game engine too with foot placement.
04:31
OK. Let's parent the foot joint back to the calf joint.
04:38
We comparing the toes back to the foot joint too.
04:52
So if we apply the same orientation to the toes,
04:56
they look wrong,
04:58
why is fine because it's pointing to the next joint.
05:01
But the X and Z axis are all over the place.
05:05
This is because the Y axis is pointing forwards.
05:08
So the Z axis doesn't know where to go.
05:11
So with the tours, we need to change the configuration.
05:15
This time, we could set the X axis to always point to the side
05:19
or simply tell the Z axis to point up along the world's y axis. Let's do that.
05:25
That's much better and much cleaner
05:28
right now. The other two,
05:31
all we need to do now is reset the end joints.
05:38
OK. Good.
05:39
The foot is looking much better. Now,
05:44
one thing we also need to check is that the rotation attributes are all at zero.
05:49
Having values on these will cause problems not only
05:52
with the rig but with exporting animation too.
05:55
So it's a good idea to make sure they are frozen.
05:57
Let's quickly do that. Now
05:60
select the root joint and go to modify
06:02
freeze transformations and open the options.
06:06
We only want to affect the rotate attributes.
06:10
Let's apply that
06:11
and it will work its way through the skeleton,
06:13
cleaning the rest of the joints in the hierarchy for us.
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