av W Nystrand · 2019 — Illustration ” Position and orientation, velocity and acceleration”, skapad av Proceedings of proceedings of the joint CIB, Tensinet, IASS International Det är svårt att modellera i absoluta mått i både Maya och 3ds-max, det går att använda 

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So there is no comparable joint orientation tool like in Maya. You can align bones like mentioned above. So, Y-axis (green handle of gizmo) is always pointing 

Select Display > Transform Display > Local Rotation Axes. The current joint’s local rotation axes appear. In the Rigging menu set (press F3), select Skeleton > Orient Joint > . Orient Joint to World. When on, all joints you create with the Joint Tool are set to align with the world frame. Each joint’s local axes have the orientation of the world axis, and the other Orient Joint settings are disabled. When off, you can specify the joint alignment using the other Orient Joint settings described below.

Maya joint orientation

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Goodwin, 2007).

Maya joint orientation

This is good because rotating the first joint on the z-axis allows to rotate the arm down. Rotating the first joint along the y-axis makes it possible to rotate the arm forward. I want to query the sao of one joint so I can assign it to another.
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Especially at arbitrary angles. // Warning: line 0: Cannot perform joint orientation. Transform HandL_locator has non-zero rotations.

Known as the jointOrient, this allows a joint to orient along an axis. You'll notice this when you have a chain of joints: each parent I am almost done creating a rigged character. All of the joints are in place, the Joint Orient axes are aimed in the right directions, and all of the skinning is completed.
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I have this pet peeve: Whenever I create joint hierarchies in Maya, it will automatically setup the joint orientation value for you (based on option set in the ' Joint 

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As shown on the screenshot below, you can see that the x-axis is pointing down towards the next joint, the y-axis points down and the z-axis points straight to the back. This is good because rotating the first joint on the z-axis allows to rotate the arm down. Rotating the first joint along the y-axis makes it possible to rotate the arm forward.

Joint orientation.

- Manual tweak on the three axis. - Show or hide the Local Rotation Axis on the selected joint or the whole joint hierarchy. Works fine on the latest version of Maya.