Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 03-10-2008 , 02:35 PM
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Character Skeleton (about orienting joints)

I have a questioning about orienting the joints so it will be easier to animate my character. Do I need to have the x all facing the child joints with y in back? Or do I have all X facing down, Y in back, Z in front? This is my first time rigging a character. Any help would be great.

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# 2 03-10-2008 , 06:17 PM
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personally i have x down the chain and z positioned for my main axis of rotation for a limb. Use a script like template skleton LE or just look on high end 3d

# 3 03-10-2008 , 06:51 PM
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Where can i find the script template skleton LE? I don't know what that is.

# 4 04-10-2008 , 02:07 AM
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Originally posted by LauriePriest
look on high end 3d

Maybe?


"No pressure, no diamonds" Thomas Carlyle
# 5 04-10-2008 , 07:22 AM
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Honestly I am a noob at orienting rotational axis, but following from what I have read, When creating an IK chain it is best to have the x following the child. When creating FK chain it is best to have Y following the chain. The other axis will follow the world axis.


Last edited by RockyMills_01; 17-04-2013 at 12:04 AM.
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