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Chapter 11. Skeleton Setup > Checking the Rotational Axis

Checking the Rotational Axis

One of the most important stages in character rigging, particularly in Maya, is to check the rotational axes. The way a joint rotates depends on how the axis is aligned. This is particularly important when you are using joint chains as we have done in Kila and Grae.

Look at Figure 11.23, left. Here we have our current hand for Kila, which looks fine. To get the fingers to bend and make a fist, we would select the root of each finger, then its hierarchy, and do a global rotation around the Z axis. Figure 11.23, right, shows the result. Because all of the rotational axes are out of line at this point, the fingers are all bending in random directions.

Image

FIGURE 11.23 Rotating the fingers around the Z axis demonstrates that the rotational axes are not correctly aligned.


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