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We’ve been lucky enough to work with a lot of students over the last five years at Rigging Dojo and this is the number 1 rigging issue that almost every student has struggled with in Maya. How do we know? We’ve been fixing these problems in rigs across a wide range of studios for years, and we started off like you creating bad skeletons. It infects 99% of Maya rigs, especially legacy assets.
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But as we will show none of these matter, you can still be infected. You think to yourself “I know what I am doing” or “I am experienced” or “I work a big studio” or even that “I helped write Maya”. The worst part is, you may think you are immune to such a terrible issue. It is the silent and hidden destroyer of all animation including ik/fk switching issues, pole vector problems, gimble lock and much more. What is this silent danger you ask?īAD JOINT ORIENTS!!!! Spooky, we know. We at Rigging Dojo would like to warn you of a debilitating issue that could be lurking in your rigging pipeline at this very moment. The Maya Joint Orient Problem! or Why you should care about Joint settings?
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None of this is possible without firstly setting up a clean skeleton with proper joint orients (how the joints aim) and secondly, controlling the order that Maya applies the EULER rotation animation to the transform node (rotation order). It should also be editable from the graph editor to create predictable results during the polish pass. Rigging Dojo – Technical guide to Maya Joint Orients * (To be update)Ī rig is the animators pencil, as such it has to allow the animator to get from pose A to B with out freaking out (aka wobbling).
MOTIONBUILDER 2014 UPDATE
We will do a more detailed update and also breakdown our understanding and counterpoints to what is shown from Raf that we might still have a diffrent view on or want to clarify, stay tuned.Īgain, a heartfelt thank you to Raf and the for exploring this topic and helping move things forward the base level of rigging understanding, anytime you can free yourself from past limitations or ideas and improve your ability to make mindful choices, it is a good thing.
MOTIONBUILDER 2014 CODE
MOTIONBUILDER 2014 HOW TO
You will want need to know how to edit and work with the orients if you are working with Maya tools like IK chains or you are using them in your control system.There are times you can ignore/it doesn’t matter for a deformation system skeleton what the Rotate Order is…rotate order isn’t directly tied to Joint orient but they are related but General rotate order understanding is on all transforms, not something limited to joints.Yes technically you can ignore the orients if you are simply using the joint as a deformation node and the rigging system deals with everything else.Most of what is discussed and the core reasons behind what is shown is really an important understand.Ī few notes before we update this document in the near future. ***We will be updating this document and also we will start with directing you to watch over the great breakdown of the good bad and ugly of the Joint system in Maya.