Game Development Reference
In-Depth Information
FIGURE 11.26 Reset the breast, eye, and hair joints.
Note
Normally, a joint's rotation should match the orientation of the joint itself,
with one axis pointing directly down the bone. We are ignoring this prin-
ciple for the breast, eye, and hair joints, however, because we want the ro-
tations to match Maya's world pivot. In Chapter 12 , we will be assigning
rigging controls to these joints, so having the axes at this default state will
make them easier to control.
That's the center of the body complete, now, so let's proceed to the arms and hands.
To orient the arms correctly, we first need to temporarily reset the clavicles. We do this
because the orientation of the arm joints will be based on their parent joints. If we simply
fixed the clavicle without resetting, the shoulder's Y axis would not point directly up, and
the arm's rotation would be off. Resetting the clavicle will allow the shoulders, and then
the rest of the arm's axes, to orient correctly.
1. Select the clavicle joints and click on the rsJnt button.
2. Select the shoulder and elbow joints; this time click on the orJnt button.
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