WEBVTT

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In this lesson, we're going to quickly look at rotation order, and it's different from joint orientation

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because it basically says which axes it's going to rotate first, which axes is the parent axes.

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Right.

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OK, so if we take a look at this root joint, kind of the the hips joint or what's commonly referred

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to as the center of gravity or the kog for short.

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So if we take a look at this and let's say we rotate it, we can see they were rotating it.

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Let me just hide the polygons here so we can see only the joints.

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And if I hold down E and I click and I go to Gimble, I can kind of see what the rotation order is just

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by looking at the Gimel rotation.

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OK, and if we rotate axis, we can see that none of the other axes are rotating with it.

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And if we rotate one like why, we can quickly see that the X axis actually is moving now.

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So it's a child of that and same thing for the Z.

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We can see that it's not moving anything.

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So this is important because we want to know which axis is going to get in gimbal lock or which isn't,

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because I think I spoke about this very briefly in one of the earliest videos of this course and the

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modeling course and the intro to that about getting into Gimbels.

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So basically think about like, how does Miah supposed to know which is which?

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Right.

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Especially when things are animated.

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So if we rotate y let's say this person's doing a somersault and they do like a little break, break,

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dance move, OK, and they get to hear.

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All right.

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And now we want them to spin around their arm.

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Well how do we do that now?

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We've just lost our axis there.

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There's no way to do that.

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And what that will result in when this is animated is something called gimbal lock.

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So Maya will try to interpolate between keyframes and say it's some of this one at some of that one

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and some of this one and some of that one is some of this one and some of that one.

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And it will basically try to resolve this Gimbel's issue through animating these axes and kind of a

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wonky way so that when we go from point A to point B with these two rotation keyframes, it's going

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to spin around all crazy.

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So we want to make sure that whatever our character is going to be doing is that the rotational order

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follows suit, meaning most likely this character is going to spin around.

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Right.

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And that's going to be one that we want to make sure that the rotation is following along, because

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let's say the character rotates around and now we want him to bend over.

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Well, now now bending over is why.

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But it originally was it should stay Z, right?

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We want these axes to follow the main rotation that this character is going to do for that joint so

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you can have a different rotation order for each joint up here.

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If we look, you know, this one is working like everything is following the main rotation that this

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joint will do.

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This joint will only ever do this right.

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It's an elbow.

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So it makes sense that the rotation order is such that everything should follow that main rotation.

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OK, so let's fix this for the for this hip joint, because it's not doing that when we rotate.

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None of these rotations are following it.

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So how we do that is go into the attribute, Ed, and for some reason it fell off over here.

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So I'm just going to put that back where I would expect it.

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OK, so we have the Ashry ed open and we can go down to the rotate order here so we can see currently

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it's X, Y, Z.

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OK, and what we want is for everything to follow.

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The let me just click another, actually, so we can see that this one is red.

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Follow the axe.

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OK.

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And in this rotation order, you have to think about this backwards, which is the fun of rigging,

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is becoming accustomed to kind of things not being the way you would expect them to be for for myself,

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at least I would expect, you know, the parent to be at the top because that's how hierarchy's over

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here are organized.

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The parent is at the top.

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So you think, you know, the parent of this rotation should be first?

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Well, it's backwards so far.

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Rotate order.

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So the LA the last letter here is going to be the parent of everything.

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So what we want is we want the X to be the last one so we can pick one of these two.

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So now if we rotate this, we can see that everything is following along the X axis and we can see what

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the secondary one is by rotating it this way.

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And then which one is going to get us into Gimbels.

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So it depends on what you think this character is going to be doing.

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Is it going to be doing front flips or is it going to be doing somersaults?

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And he's going to go to the side.

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It's kind of up to you, but the main one, we want definitely one to make sure everything is following

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that one because we don't want to get in Grimlock when he spins around and looks over here and then

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he looks back and Maya has had to do this weird gimbal lock thing to interpolate between those two rotations

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because it wasn't the parent rotation that was being manipulated.

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So let's make sure that we have that.

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The X axis is one of the last letters here, so I'll just choose the bottom one.

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So we have Zwi X, and the way to think about that is let me just make three groups.

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One, two, three and.

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The way to think about this rotation order is we can even do it with the one we have over here, X,

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Y, Z, so that would mean Z.

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Why?

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An X, OK, that's how this rotation order is thought about in rotation.

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OK, so just keep that in mind when you're going through this rig and we need to look at what these

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joints are doing mostly.

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Right.

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And with a quick rig, it should have already done this for us for the most part.

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And it does appear that that that is the case.

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And it probably did that one on this first hip joint because it assumed, you know, it's a it was a

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spine joint.

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And so the spine is most likely going to bend forward and back.

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But we're going to use this like a center of gravity control.

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So we want to make sure that it can rotate around and not and have that be the parent rotation and not

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have this one.

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So we've gone through this and we've set the rotation order what we want it to be.

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We've learned about how rotation orders are important and what we need to look out for.

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So in the next lesson, we're going to continue to rig this thing with the knowledge that we now have.

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Thanks for watching.
