• Maya

Completing the joint connections

Complete the joint connections by parenting them to form a seamless skeleton that can be exported.


00:03

All we need to do now is parent these so they form a single skeleton.

00:08

This is essential when exporting to a game engine,

00:11

you need to be able to have a single hierarchy for the character.

00:15

Now we compare the pelvis joint to the cog.

00:19

It may seem strange having these two joints here,

00:22

but we need them to separate the upper

00:24

and lower bodies giving the animator more freedom.

00:27

You can't really see it here.

00:31

Let's parent the thigh to the cog.

00:34

So if I move the cog, everything follows.

00:37

If I move the pelvis, now just the upper body follows.

00:41

OK.

00:42

Next parent the clavicle to the upper spine joint, which is spine three,

00:48

the fingers can now be pared to the hand

00:52

and the tours to the foot joint.

00:54

So there we have a single hierarchy.

00:58

The problem is the joints are different sizes.

01:01

This is purely a cosmetic thing though and doesn't affect the rig.

01:04

But I like to make sure they are all even.

01:07

So select the root joint and go to select hierarchy.

01:12

Now update the radius attribute in the channel box.

01:15

Let's maybe set it to 1.5.

01:19

That's better. They are all the same radius now?

01:23

Ok. So that's the skeleton built. Well, half of it anyway.

Video transcript

00:03

All we need to do now is parent these so they form a single skeleton.

00:08

This is essential when exporting to a game engine,

00:11

you need to be able to have a single hierarchy for the character.

00:15

Now we compare the pelvis joint to the cog.

00:19

It may seem strange having these two joints here,

00:22

but we need them to separate the upper

00:24

and lower bodies giving the animator more freedom.

00:27

You can't really see it here.

00:31

Let's parent the thigh to the cog.

00:34

So if I move the cog, everything follows.

00:37

If I move the pelvis, now just the upper body follows.

00:41

OK.

00:42

Next parent the clavicle to the upper spine joint, which is spine three,

00:48

the fingers can now be pared to the hand

00:52

and the tours to the foot joint.

00:54

So there we have a single hierarchy.

00:58

The problem is the joints are different sizes.

01:01

This is purely a cosmetic thing though and doesn't affect the rig.

01:04

But I like to make sure they are all even.

01:07

So select the root joint and go to select hierarchy.

01:12

Now update the radius attribute in the channel box.

01:15

Let's maybe set it to 1.5.

01:19

That's better. They are all the same radius now?

01:23

Ok. So that's the skeleton built. Well, half of it anyway.

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