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How to clean up the hand joints so that the fingers grip in a natural motion.
Transcript
00:04
OK. So we have a bit more work to do on the hand.
00:08
If we select the fingers and rotate around the Z axis, they curl
00:12
as you would expect
00:14
if we do the same with the thumb. Now
00:18
you will see that it bends the wrong way.
00:21
We need it to curl in towards the palm and the Z axis is animated.
00:25
So it matches the fingers
00:27
again.
00:28
This means the animator can simply select the controls
00:31
and make a fist using just one attribute.
00:34
So we need to change the thumb orientations,
00:38
select the thumb one joint,
00:40
press the select by component type button.
00:44
Now, right? Click on the question mark icon and select local rotational axis.
00:50
We can now select the axes and edit them manually.
00:54
I'll leave the end one as it looks like we need to reset it. Anyway,
00:59
let's rotate this. So the Z axis points more towards the back
01:04
a little bit more. Maybe.
01:10
OK, let's go back to object mode.
01:15
So now we've changed the orientations manually. We have an issue.
01:21
The translate axis isn't orientated the same way.
01:25
So this needs addressing
01:28
all we need is joint
01:30
minus E
01:32
minus ZSO
01:35
So select this and run it on the selected joints
01:39
there. The transform axis snapped to match the rotational axis,
01:44
let's update the other joints.
01:46
So what we're doing is essentially baking this value onto the joint.
01:50
So it zeros it out and corrects the other axis.
01:54
We don't want any values here because it will cause offset issues in the game engine
01:58
and also affect the rig controls.
02:01
If we select all the fingers and thumb joints, now
02:05
we can rotate around the Z axis and they curl correctly into the palm.
02:11
What we need to do now is reset those end joints.
00:04
OK. So we have a bit more work to do on the hand.
00:08
If we select the fingers and rotate around the Z axis, they curl
00:12
as you would expect
00:14
if we do the same with the thumb. Now
00:18
you will see that it bends the wrong way.
00:21
We need it to curl in towards the palm and the Z axis is animated.
00:25
So it matches the fingers
00:27
again.
00:28
This means the animator can simply select the controls
00:31
and make a fist using just one attribute.
00:34
So we need to change the thumb orientations,
00:38
select the thumb one joint,
00:40
press the select by component type button.
00:44
Now, right? Click on the question mark icon and select local rotational axis.
00:50
We can now select the axes and edit them manually.
00:54
I'll leave the end one as it looks like we need to reset it. Anyway,
00:59
let's rotate this. So the Z axis points more towards the back
01:04
a little bit more. Maybe.
01:10
OK, let's go back to object mode.
01:15
So now we've changed the orientations manually. We have an issue.
01:21
The translate axis isn't orientated the same way.
01:25
So this needs addressing
01:28
all we need is joint
01:30
minus E
01:32
minus ZSO
01:35
So select this and run it on the selected joints
01:39
there. The transform axis snapped to match the rotational axis,
01:44
let's update the other joints.
01:46
So what we're doing is essentially baking this value onto the joint.
01:50
So it zeros it out and corrects the other axis.
01:54
We don't want any values here because it will cause offset issues in the game engine
01:58
and also affect the rig controls.
02:01
If we select all the fingers and thumb joints, now
02:05
we can rotate around the Z axis and they curl correctly into the palm.
02:11
What we need to do now is reset those end joints.