Inspired 3D Character Setup: Basic Building Blocks of Effective Character Creation
You want to make sure that youve set your rotation order before you start animating. If the rotation order is changed mid-animation, youll see completely different results in how your object rotates. You can keyframe the rotation order of an object but the results of doing so might be undesirable, based on the flipping of the object that might occur at the time of the switch.
To set the order, instead of thinking in terms of X, Y, Z, think in terms of the motion you are trying to produce. Well describe these motions as primary, secondary, and twist. If you think about the joints in your own body, you can determine how these terms relate to the twisting, primary, and secondary directions you will rotate in. Take your arm, for example: at the shoulder, it mainly moves forward and back, but also moves side to side, and twists. At the elbow, the joint can only bend forward and back. Your wrist can bend up/down, twist, and bend a little bit to the sides. With this understanding, you can go through and determine the order in which each part moves. In Maya, you need to determine which axis corresponds to the three distinct motions and set your rotation order accordingly. So how do we know which rotation order is best?
When you stack three rotations in a hierarchy, we basically end up with two easy and predictable rotations and one that tends to screw things up. Lets build a simple demonstration model.
![[Figure 16] The twist of an object, like this joint, should happen as the first axis in the rotation order.](http://www.awn.com/files/imagepicker/1/i3DSetup17_twistObject.jpg)























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