• Maya

Cleaning up the hand joints

How to clean up the hand joints so that the fingers grip in a natural motion.


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.

Video 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.

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