• Maya

Correcting joint rotation orientation

Use the Joint Orient tool to fix misaligned or broken joints and ensure parent-child relationships are correct in the joint hierarchy.


00:04

Let's see how the rotational axes are looking.

00:07

Let's select the root joint

00:10

and go to select hierarchy.

00:13

Now go to display transform, display local rotational axis.

00:19

I can already see a lot of these looking. OK.

00:22

This is because we specified that we wanted why to point down the joint

00:26

in the joint creation options.

00:29

The problem is we've been moving these around.

00:31

So even though some of these look fine, they may actually be slightly misaligned

00:36

or like here, more obviously broken.

00:41

It's not a problem though because we can easily fix them with the joint orient tool.

00:48

So the route is fine. We need this to stay matching the world orientation,

00:53

the same with the cog.

00:55

So let's select the pelvis joint as the starting point

01:01

and go to skeleton orient joint and open the options.

01:06

Let's reset the settings.

01:08

So we want Y to be the primary axis

01:12

and we want the secondary axis which is Z

01:15

to point forwards along the world's said axis.

01:19

OK. That's set.

01:21

If I apply that now you will see the spine is fixed

01:25

and this update will also travel through the upper body setting,

01:28

the rest of the joints for us

01:30

sir, this will fix those small issues

01:33

with the head. We ideally want this to be reset back to the world orientation too.

01:38

It makes it better for the animator and the controls. This way,

01:42

if I set this to orient joint to world

01:45

and to play it,

01:46

you will see that this isn't how we want it to be orientated.

01:50

It's inheriting the orientation from its parent joint,

01:53

but you want it to match the world access.

01:56

So all we need to do is temporarily un parent it from the neck joint.

02:01

If we try that again,

02:03

it now works because its parent is the world. So it's matching that orientation.

02:09

It's also updated the eye joint for us too,

02:12

which is good because this is how we wanted this orientated too.

02:16

OK. Let's parent the head back to the neck.

02:21

So the head works well.

02:24

And so does the eye

02:26

good.

02:27

OK. Let's check the arm

02:31

clavicle looks good.

02:34

So does the upper arm

02:37

and the lower arm,

02:40

the fingers actually look OK too.

02:42

The wrist does have some issues though.

02:44

There are mixed orientations here where the orient

02:47

joint tool has got a little confused.

02:50

We can fix this in much the same way as we approach the head,

02:55

like some parent, the fingers and thumb

02:58

and select the hand joint and the twist joint too.

03:01

All we need to do is reset those.

03:04

Now the orientation matches the upper arm and elbow,

03:08

which is exactly what we need the wrist to do.

03:10

So it moves correctly.

03:12

We can now parent the fingers back to the hand joint.

03:17

Ok, let's update the lag next,

03:19

select the thigh joint this time

03:23

and turn off orient joint to world.

03:26

So these are set the same as the upper body.

03:29

And let's apply that.

03:32

I saw a few orientations of that then

03:39

looks like the toes and the foot are a bit of a mess though. So let's fix them

03:44

just like with a hand. We need to un parent the toes first

03:51

and we could reset the foot joints. Now,

03:56

now this looks OK.

03:57

But when it comes to the foot, we need the orientations to be a little different

04:02

at the moment. They are just inheriting the orientation from their parent joints,

04:07

let some parent these temporarily

04:11

and reset them again.

04:12

But this time make them match the world orientation.

04:16

You see,

04:17

we want the animator to have the ability

04:18

to position the feet using this orientation instead,

04:22

which makes animating things like walk cycles so much easier.

04:27

It also helps in the game engine too with foot placement.

04:31

OK. Let's parent the foot joint back to the calf joint.

04:38

We comparing the toes back to the foot joint too.

04:52

So if we apply the same orientation to the toes,

04:56

they look wrong,

04:58

why is fine because it's pointing to the next joint.

05:01

But the X and Z axis are all over the place.

05:05

This is because the Y axis is pointing forwards.

05:08

So the Z axis doesn't know where to go.

05:11

So with the tours, we need to change the configuration.

05:15

This time, we could set the X axis to always point to the side

05:19

or simply tell the Z axis to point up along the world's y axis. Let's do that.

05:25

That's much better and much cleaner

05:28

right now. The other two,

05:31

all we need to do now is reset the end joints.

05:38

OK. Good.

05:39

The foot is looking much better. Now,

05:44

one thing we also need to check is that the rotation attributes are all at zero.

05:49

Having values on these will cause problems not only

05:52

with the rig but with exporting animation too.

05:55

So it's a good idea to make sure they are frozen.

05:57

Let's quickly do that. Now

05:60

select the root joint and go to modify

06:02

freeze transformations and open the options.

06:06

We only want to affect the rotate attributes.

06:10

Let's apply that

06:11

and it will work its way through the skeleton,

06:13

cleaning the rest of the joints in the hierarchy for us.

Video transcript

00:04

Let's see how the rotational axes are looking.

00:07

Let's select the root joint

00:10

and go to select hierarchy.

00:13

Now go to display transform, display local rotational axis.

00:19

I can already see a lot of these looking. OK.

00:22

This is because we specified that we wanted why to point down the joint

00:26

in the joint creation options.

00:29

The problem is we've been moving these around.

00:31

So even though some of these look fine, they may actually be slightly misaligned

00:36

or like here, more obviously broken.

00:41

It's not a problem though because we can easily fix them with the joint orient tool.

00:48

So the route is fine. We need this to stay matching the world orientation,

00:53

the same with the cog.

00:55

So let's select the pelvis joint as the starting point

01:01

and go to skeleton orient joint and open the options.

01:06

Let's reset the settings.

01:08

So we want Y to be the primary axis

01:12

and we want the secondary axis which is Z

01:15

to point forwards along the world's said axis.

01:19

OK. That's set.

01:21

If I apply that now you will see the spine is fixed

01:25

and this update will also travel through the upper body setting,

01:28

the rest of the joints for us

01:30

sir, this will fix those small issues

01:33

with the head. We ideally want this to be reset back to the world orientation too.

01:38

It makes it better for the animator and the controls. This way,

01:42

if I set this to orient joint to world

01:45

and to play it,

01:46

you will see that this isn't how we want it to be orientated.

01:50

It's inheriting the orientation from its parent joint,

01:53

but you want it to match the world access.

01:56

So all we need to do is temporarily un parent it from the neck joint.

02:01

If we try that again,

02:03

it now works because its parent is the world. So it's matching that orientation.

02:09

It's also updated the eye joint for us too,

02:12

which is good because this is how we wanted this orientated too.

02:16

OK. Let's parent the head back to the neck.

02:21

So the head works well.

02:24

And so does the eye

02:26

good.

02:27

OK. Let's check the arm

02:31

clavicle looks good.

02:34

So does the upper arm

02:37

and the lower arm,

02:40

the fingers actually look OK too.

02:42

The wrist does have some issues though.

02:44

There are mixed orientations here where the orient

02:47

joint tool has got a little confused.

02:50

We can fix this in much the same way as we approach the head,

02:55

like some parent, the fingers and thumb

02:58

and select the hand joint and the twist joint too.

03:01

All we need to do is reset those.

03:04

Now the orientation matches the upper arm and elbow,

03:08

which is exactly what we need the wrist to do.

03:10

So it moves correctly.

03:12

We can now parent the fingers back to the hand joint.

03:17

Ok, let's update the lag next,

03:19

select the thigh joint this time

03:23

and turn off orient joint to world.

03:26

So these are set the same as the upper body.

03:29

And let's apply that.

03:32

I saw a few orientations of that then

03:39

looks like the toes and the foot are a bit of a mess though. So let's fix them

03:44

just like with a hand. We need to un parent the toes first

03:51

and we could reset the foot joints. Now,

03:56

now this looks OK.

03:57

But when it comes to the foot, we need the orientations to be a little different

04:02

at the moment. They are just inheriting the orientation from their parent joints,

04:07

let some parent these temporarily

04:11

and reset them again.

04:12

But this time make them match the world orientation.

04:16

You see,

04:17

we want the animator to have the ability

04:18

to position the feet using this orientation instead,

04:22

which makes animating things like walk cycles so much easier.

04:27

It also helps in the game engine too with foot placement.

04:31

OK. Let's parent the foot joint back to the calf joint.

04:38

We comparing the toes back to the foot joint too.

04:52

So if we apply the same orientation to the toes,

04:56

they look wrong,

04:58

why is fine because it's pointing to the next joint.

05:01

But the X and Z axis are all over the place.

05:05

This is because the Y axis is pointing forwards.

05:08

So the Z axis doesn't know where to go.

05:11

So with the tours, we need to change the configuration.

05:15

This time, we could set the X axis to always point to the side

05:19

or simply tell the Z axis to point up along the world's y axis. Let's do that.

05:25

That's much better and much cleaner

05:28

right now. The other two,

05:31

all we need to do now is reset the end joints.

05:38

OK. Good.

05:39

The foot is looking much better. Now,

05:44

one thing we also need to check is that the rotation attributes are all at zero.

05:49

Having values on these will cause problems not only

05:52

with the rig but with exporting animation too.

05:55

So it's a good idea to make sure they are frozen.

05:57

Let's quickly do that. Now

05:60

select the root joint and go to modify

06:02

freeze transformations and open the options.

06:06

We only want to affect the rotate attributes.

06:10

Let's apply that

06:11

and it will work its way through the skeleton,

06:13

cleaning the rest of the joints in the hierarchy for us.

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