Inspired 3D Character Setup: Basic Building Blocks of Effective Character Creation

Michael Ford and Alan Lehman take us through the step-by-step process of planning the setup of a 3D character. While these steps may sound time consuming the authors assure us it will pay off in the end! The second of several excerpts from the book, Inspired 3D Character Setup.
Posted In | Magazines: VFXWorld

Many animators debate as to what best rotation order should be. Maya, and many other software systems, have their joints default to X as the twisting rotational axis, Y as the secondary rotation, and Z as the primary rotation axis. When creating your characters, you can experiment with changing the rotation order of your joints or objects. In our characters, we like to use the secondary rotation as the second or middle of the order, with the primary rotation being the last. On our joints and on most of our controllers, we decided that we wanted the orientation of the twist and secondary to be affected by the primary rotation. It’s no coincidence that this order is the default rotation order for Maya. We think that this rotation order generally gives us the fewest problems with gimbal lock.







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