WEBVTT

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In this lesson, we're going to talk about something a little more technical called joint orientation,

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and to do that, when you dislike the joint so we can see the Orient that they're in, so we currently

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can't really see that.

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So there's a tool to help us do that.

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But first, we need to figure out how do we select all of the joints because we want to use that tool

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for every joint.

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So we go through here and shift and click and drag, select each one of these joints if we wanted,

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which I just made these two sets that look equally the same for comparison sake.

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We're going to see in a second they're not because they're joint warrants are different.

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So if I click and drag select this whole stack, you can see in the Atlantor actually selected the top

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most parent of the group.

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So if I click and drag selected, that's not going to work.

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One little script that we've learned in a previous lesson, and I think it was maybe the first or second

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part of the course is the select high script.

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And we can type that down here in the bottom left in the script command.

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And we want to make sure that it's set to Mel, which is my expression, language, and select high

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means, select hierarchy.

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And if we hit enter, we can see that all of the selection changed here.

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And if we look in the outliner now, we can see that we actually did select everything in the hierarchy.

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And that's what this whole kind of chain of things is called as a hierarchy.

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So we want to make sure we have everything selected to do that.

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And it's it's a script we're going to need to use over and over.

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So instead of typing it in every time, let's create our own for the custom shelf up here that we've

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been using for the modeling tools and whatever else.

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So let's go to the Mel script and we'll type in Select High again.

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And there's a space there between select and dash high and we'll select this and then we'll middle mouse

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drag it into the shelf and let go and we're going to say that's a Mel script and now we have it.

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So it's a generic icon.

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You can change that to be a different type of icon, if you like, from this button here and navigate

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to a different one.

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I'm just going to choose a different one that I have.

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And then we can also give it a label here.

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But because I'm using icon that already has the label in the icon, I'm not going to do that.

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But we could say we could do something like this.

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You can see why I'm not going to do that, because it, you know, goes over the top of the icon.

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So if you don't have an icon, you can just use that and to say select hierarchy.

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So, you know what the the tool actually is for and for myself.

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I'm just going to delete that.

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And now when we click and drag these things, if we use that button, we don't have to type it in every

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time down here.

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Now, it does that for us.

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Cool.

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So now that we have that, let's let's do that for both of these.

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Let's click and drag them.

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And you can see again, we have that problem.

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So we just click our fancy a little button we just made.

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Now select the hierarchy and let's go to Skeleton Orient joints and we'll open up this option box.

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Now let's click toggle local axes, visibility.

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When we do that, we can see that all of these kind of axes pop up and it's kind of similar to what

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we see in the bottom left here and the viewport.

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Normally that shows us the world axes.

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This shows us the local orientation axes of these joints.

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And you can see the one on the right has a very consistent orientation for all of the joints.

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They're all going in the same direction except for this top one, like we mentioned earlier, because

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it doesn't have a joint above it to point towards.

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It's just going to stick to the world axis.

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We can see that to the right as positive.

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X and Y is up and Z is forward.

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And if we look in the the viewport down here, that's how the world axes is oriented.

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So it's going to default to that if it doesn't have another joint to point towards.

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So if we take a look at both of these joints, they kind of look the same.

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Besides the fact that the axes are different, they're built the same.

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But if we select all of them, so we'll use the select hierarchy again.

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And let's go to that rotate tool and rotate this one.

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We're going to rotate it to the right and the Z axis, and they all rotate in the same direction.

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And it does what we would expect it to do.

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Right.

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Cool.

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So now let's go to the one over here where the axes are not consistent and they're not all going in

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the same direction, just like the hierarchy, the rotate tool.

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And we'll go to the right with Z.

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And already we can see this is not behaving the same way as the other one, and it's doing a lot of

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crazy stuff.

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Why is that?

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Well, because we have everything selected and we're trying to say rotate all in Z.

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Well, each joint thinks Z is in a different direction, so it's going to rotate all the joints in a

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different way.

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So even though they look the same, hidden within them is their orientation.

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So we want to make sure in our skeleton over here that we have the right orientation for all of our

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joints because that could prove to be a problem later down the road.

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And it's just a concept to be aware of when you get further into rigging that that is going to be a

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problem.

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So let's take a look at our skeleton here.

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I'm going to move these over a little bit and let's do the same thing for our skeleton.

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Now, let's go to the bones reference, which is the top node is just a locator to help us move in position.

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It it's not actually a joint.

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Locators are created from create locator right here.

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And that's just how mine has decided to organize its quick rig rigs.

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So with that selected, I'm going to do select hierarchy so we get all the joints.

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So when I toggle local visibility on, they all turn on.

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So now we can see that there is some difference here between each side and for example, just looking

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at the hands one has why up?

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One has wide down.

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So let's take a look and see if that's going to really affect what we're going to do.

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In general, we want our joints to rotate and its main axes in the and a positive value.

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So let's just take a finger.

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For example, if we click on one of these finger joints and we rotate it down, let's take a look at

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the channel box.

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Currently, it's all zeroed out, which is good.

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If we rotate it down in the direction that fingers are rotated, we can see that it's at a negative

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ninety seven and we would like that to be a positive ninety seven just for basically it's a best practice

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really in and rigging that you want the axes that it's going to be rotated and most frequently to be

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a positive.

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No, that's just kind of what an animator is going to expect.

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We take a look at the elbow.

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We can see that that is the case in that joint and probably most of these that were built with a quick

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rig tool.

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Are going to be in the positive acces we can see here that might not be the case, but if we jump over

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the other side, let's see if that's the same is true for the other side.

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So that is maybe not necessarily the case.

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So we need to take a look at that and see if that's something that we want to address.

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If it is, we can open up this tool that we have open and we can adjust that.

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So let's take a look at the fingers.

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Let's go click on this one and we can say, let's have it negative.

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So negative, the negatives should make it positive.

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So let's apply.

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We can see it flipped everything over here.

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And now if we rotate it, it should be positive.

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Cool.

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And we did have Oriente children of selected objects or selected joints on.

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So it actually did everything below it as well in the hierarchy.

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So we can just go through and do that for all of these and hit apply.

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And make sure that it is behaving as we would expect it.

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Yeah, so it's it's a positive no.

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Cool.

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So that is part of joint orientation.

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We might have to revisit this topic again as we are rigging and discovering things aren't rotating the

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way that we expect them to.

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So let's the spine, of course, is a big one.

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It's going to be kind of similar to the example that we used over here.

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So let's just shift select each one of the spine joints and then let's rotate it.

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And we can see that it is indeed rotating how we would expect it.

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You can just ignore the legs for now because we're going to address that later.

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But in general, we want to see that all of these are kind of consistent in some way and are behaving

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as we would expect it to in a chain specifically for joint orientation.

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Thanks for watching.

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The next lesson we're going to learn about rotation order, which is another important concept to understand

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when rigging and when animating especially.

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So we're going to learn a little bit about why it's important for animation.

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Thanks for watching and I'll see you.

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Next lesson.
