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drj
03-31-2003, 03:12 AM
I'm still a noobie..so don't shoot, but I'm trying to follow a tutorial in my new Maya Saavy book where you take their existing character and add a skeleton to it.
In it they are talking about the advantage of adding joints in different views to get the Local Rotation Axes' that would be appropriate to the limb ("...We want the shoulder joint to primarily rotate up and down, so create it in the front view as shown in Figure 10.34"). It also is mentioning (ecspecially while doing the different digits for the fingers) to draw the individual joints/bones for each finger and then group them to the wrist. How do you do this? When I group things I'm loosing bones and when I try to Connect joints I usually can't complete this because my wrist is a child at this point and won't be joined to the beginning of my finger because it is now a parent. Does anyone have any guidance for me?
I'm also a little confused about moving the child joints. The book kind of looks at the like a no-no ("...but you shouldn't move its child joints, because that will complicate the finger rotation")...so its only a good idea to move them in the process of making them?...in that case how can I stick to staying in a certain view (as mentioned above) when creating them?...how can i possibly move the child joints to the correct position by only staying in one view?
Anyways, any help to either of these questions would be greatly appreciated.
-drj

Rudity
03-31-2003, 04:30 AM
Hey drj.

They say its only good to move them while i the process of making them because if you move them after you've created them it changes the local rotation axis.
Have your move tool on "Local" and see what they call a "no no"
ie-
Build a finger then select the middle finger(a child joint), hit "insert" then move the joint. hit insert again and then look at the way the axis is facing on your move Gizmo. This as they say "complicates finger rotation"
In almost every case you want one of the local axis(p) facing down the joint.
There are many scripts around that do this, my favorite one being jsOrientJoint from Jason's riggin dvd.
In maya 4.5 there is an orient joint command under the skeleton tab. this does the trick too.
So you can move the joints after you've made them, you just have to orient them after, or you can rotate and scale the joints, then freeze transformations after. The ladder keeps the X axis facing down the joint.

When you're grouping the joints some aren't dissapearing. They are just sharing the same parent which is the new group therefore detaching themselves. If you just select the top joint in the heirchy and group it, you wont change the child joints heirchy.
To group the fingers select the top joint of each finger, then group it. Then select the new group, then the wrist, and hit p.
That'll do it.

Hope this clears things up a bit.
If this doesnt help enough ask again here, or PM me. Ill be glad to help out.

Later
Rudity

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