From the course: Maya: Character Rigging
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Rotation order and joint flipping - Maya Tutorial
From the course: Maya: Character Rigging
Rotation order and joint flipping
- [Narrator] When you work with joints in a character, you'll be using a lot of rotation, so understanding how Maya calculates rotation can be very important to getting the rig working the way that you want. So let's take a look under the hood of Maya and see how we can change what's called Rotation Order. Now here I have a simple joint, and if I double-click on this we can go into say World mode, and we can rotate around the World axes, we can go into Object mode, which rotates around Object axes, and we can rotate basically however we want, but in this case, I'm going to go into what's called Gimbal mode. Now what this does is it forces you to rotate along specific axes. So in this case I can't rotate around X and Y, or X, Y and Z, I can only rotate around individual axes. So in this case I can rotate around, Z or Y or so on. Now when I do this, you're going to notice something a little strange.…
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Contents
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Rigs and interface design1m 51s
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Basic rules of rigging2m 45s
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Creating joints6m 40s
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Rotation order and joint flipping4m 6s
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Creating constraints6m 40s
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Connections in the Node Editor4m 28s
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Offset nodes5m 43s
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Offset Parent Matrix5m 44s
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