Help on proper way to Orient Joints?

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  01 January 2013
Help on proper way to Orient Joints?

Hi,
I'm relatively new at rigging and scripting. I thought I knew how to orient joints by using a script online but using the script doesn't really get the results. Supposedly when joints are properly oriented, there should only be values on one of the translate axis. If there are two or more, it's not properly oriented.

I've heard of parenting and zeroing out the values of the child node, but not exactly sure how that leads to properly oriented joints.

Could anyone please help me with this problem?
 
  01 January 2013
Hi,
Try http://www.creativecrash.com/maya/d...int-orient-tool
Rgds,
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  01 January 2013
Originally Posted by augizzle: Supposedly when joints are properly oriented, there should only be values on one of the translate axis.


Not always, it's properly oriented when it behaves the way you want. Take the case of legs aside, you don't want the hips to be oriented to go aside too (it would be a lot of pain for animators), but in front, like world axes.

So keep in mind the purpose of orient axes.
 
  01 January 2013
Originally Posted by mrxzof: Not always, it's properly oriented when it behaves the way you want. Take the case of legs aside, you don't want the hips to be oriented to go aside too (it would be a lot of pain for animators), but in front, like world axes.

So keep in mind the purpose of orient axes.

Thanks guys.

This makes sense but I was told that if it wasn't oriented the way said, with values going into one axis, things like IKs and spline IKs are very unpredictable and will freak out when you bend it too far. This has happened to me before.
 
  02 February 2013
Does this help with making sure all your length axes are z and all the twists are x? I always forget that and it seems very hard to fix after the bone is created.
 
  02 February 2013
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