Game Development Reference
In-Depth Information
Step 52: Examine the newly oriented joints and manually adjust any that
are needed. Swap to the Rotate tool and examine the joints in the upper
body. Try rotating them and seeing if the axis of the rotation handle makes
sense for that joint (be sure to undo the rotation each time). For instance,
the elbow will really bend only in one direction. Does rotating that
joint require rotation along only one axis? If not, it should be adjusted.
Figure 10.26 shows the adjustment of my wrist joint (yours may or may
not require such an adjustment). To adjust the orientation first we need to
be selecting by component type and be able to select what Maya deems
“miscellaneous components.” The easiest way to do this is in the top shelf
( Figure 10.25 —take careful note of the highlighted pressed buttons). Then
when a joint is clicked it will show a few floating x, y, and z letters. Activate
the Rotate tool and click any of these letters to get handles to adjust the
orientation. Use the Rotation tool to rotate the orientation of the joint
( Figure 10.26 ).
Figure 10.25 Setting up the ability to select and modify the joint orientation.
Figure 10.26 The process of adjusting joint orientation. First click the x, y, or z, then with the Move tool rotate the orientation to desired position.
Why?
This can be a tedious process. Hopefully, the Orient Joint function lines
things up pretty well for you and there is very little manual adjustment
that needs to take place. Much of it depends on how carefully the joints
are organized as they are placed, but if a series of joints are even just a
little out of line, Maya will tend to twist joints to try and orient toward the
next, thus they need to be readjusted manually.
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