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.
http://i117.photobucket.com/albums/o...y/Picture1.png |
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
|
Where can i find the script template skleton LE? I don't know what that is.
|
Quote:
|
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.
|
All times are GMT. The time now is 12:39 AM. |
Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018