ychen3129
Character Rigging Joint Placement
Updated: Jun 8, 2021
Tips on Biped character Joint Placement
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Scene and Character Mesh Preparation
Set up the Asset scene
Set up with texture and lighting
Clean the outliner: toolbar>windows> outliner
Merge the character mesh to one: Mesh>combine
Delete the history of the combined mesh: Select the mesh > edit> delete all by type
Naming convention: Charactername_Geo
Make sure the character sit exactly in the center on the (0,0,0)
Adjust Pivot point (0,0,0) Hold down the D key to adjust the pivot point and snap it to the grid
Zero out the transformation: Modify> Freeze transformation
Check symmetrical.
Save Geo as a separate fold, then reference into the rigging scene
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Joint Placement
turn on x-ray joint and wireframe on shade to help place the joints
When placing joints think about skin weight, which verts will be effect by the joint, keep the joint in the center of those verts/mass
for those joints on the center, keep x transform 0
Joint orientation is very important when placing the joint, in simple turn, all the joints' XYZ is pointed in the right direction. (Skeleton>orient joint tool)
joint rotate order:
for example, when the rotate order is xyz that mean x rotate itself, y rotate x and y, z rotate x, y, z
game-engine tend to use xyz
plan your joint rotation order around what types of movement your character is doing
Gimble lock
Pelvis Joint

Upper leg


Knees joints

Ankle joints
(make sure you ankle joint is at least a bit behind the knee joint)
(Use aim constraint to help leg, knees, ankle joint aim to each other)

Foot joints

Chest ,spine 1 and spine 2 joint

Clavicle

Shoulder

Arm

hand

Fingers

Neck and head
