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Chapter 17. Rigging Characters for Anima... > Creating Clean Joint Hierarchies for...

Creating Clean Joint Hierarchies for Animation

Now comes the time to actually decide how the joints will be laid out for the characters according to their skeletal structures. This is the experimental time during which you can try out different things for overall joint placement without affecting anything. Joints in Maya are very versatile (see Figure 17.1); they enable you to create and arrange them in whatever form you please.

Figure 17.1. Joints are flexible.



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