Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 25-08-2015 , 08:06 PM
Registered User
Join Date: Sep 2011
Posts: 109

Is it ok to key joint's rotation to it's transfroms ?

Hey, I'm wondering, is it fine to key character joint rotations to same joints transforms in maya?

I noticed that when human's arms are up in the air, shoulder moves slightly up and inwards towards neck.

I tried making a setup with connection editor and multiplications/addition nodes but it was giving bad results.

Then I realized that maybe just keying (set driven key) could work, so I set two positions of character's arms: up and down. So when character's arms are down shoulders are the widest, and when they are up, they are shortest. However there are some small twitching appearing in shoulder joints now when they are rotating due Ik handles I guess. Though this twitching does not appear on attached skin.

Do you think it is good way to do it ?

# 2 25-08-2015 , 08:15 PM
Registered User
Join Date: Sep 2011
Posts: 109
I realized why twitching is happening. Ik handle is controlling rotation of the joint and when arm is going to different position joint rotates. When joint is moving up ik handle makes it rotate too to make joint chain face ik handle's end point. So there are two incoming connections that are making joint to rotate that probably "fighting" each other.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads