Join Jason Baskin for an in-depth discussion in this video Orienting the joints, part of Rigging a Face in Maya.
…Riggers often control the tongue of a character using a simple joint chain.…And whether we're focusing on facial rigging or body rigging,…it's very important that we create joints that are properly oriented.…In this lesson I'll cover guidelines for proper joint orientation,…and discuss the process of adjusting a joint's local rotation axis.…So I've created some joints that will…control the teeth and tongue for this character.…I'm going to hide the head so we can take a look at the mesh.…And I'll switch to side view.…And I've also bound these joints to the mesh objects.…
I'll expand this skeletal hierarchy and select all the tongue joints.…And if I rotate the joints in Z, you'll see that…it deforms the tongue, but it does so a little bit inconsistently.…The third joint is actually pivoting in the reverse direction of the other joints.…A lot of times when joints are created in Maya, especially if they're created in an…S shaped orientation, the orientation axis of some of the joints might get flipped.…So, to make sure that this is corrected, we'll select the joints, and go to Display…
- Understanding morph targets
- Using Soft Select, Artisan Sculpt tools, and symmetry options
- Splitting symmetrical shapes into asymmetrical pairs
- Connecting eye rotation to the GUI
- Working with eyelids, using blend shapes or fan joints
- Creating a basic UI control
- Connecting controls
- Orienting joints and creating a support structure
- Attaching joints to the support structure
- Binding joints to the final mesh
- Balancing shape fidelity with rig density and usability
Skill Level Intermediate
1. The Blend Shape Approach
2. Rigging Eyes and Eyelids
3. Building and Connecting Controls
4. Joint-Based Approach
Next steps1m 8s
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