• Maya

Working with joint labels

How to add joint labels and annotations to the rig, which make it easier for you and your team to manage and navigate your rig.


00:03

Now there may be times when you need floating labels as part of your

00:08

R

00:09

this could be just to highlight certain controls

00:12

or you could simply use them to help an animator work out how to use the rig

00:17

sort of like a help system.

00:20

Now, the first option would be to use annotations.

00:23

These create floating text with an arrow pointing to a specific node

00:28

to create one, simply go to create

00:31

annotation

00:32

and then give it a name.

00:35

We can then use the locator to reposition it

00:39

and we can also move the text too to change the position of the opposite end.

00:45

If you need to change the actual text,

00:47

you can just do this in the attribute editor here.

00:51

Now, from a skeleton point of view,

00:53

there is another option that could help

00:55

while rigging or more specifically exporting,

00:59

go to skeleton joint labeling

01:04

with this window. We can assign show and hide each joint's designated label,

01:10

go to show all labels.

01:14

We can now see them in red,

01:16

they are read because we haven't assigned any labels yet.

01:21

We can easily change them with the ad joints label menu.

01:26

Let's call this head.

01:29

So there, you see it's assigned head to that joint.

01:35

You can also update the labels in the attribute editor.

01:39

You see here,

01:41

we can also specify a side.

01:46

Let's update this to left elbow.

01:50

So there that's labeled now

01:54

like subject the shoulder.

01:57

What we can also do with the menu is assign a side to a hierarchy.

02:02

So if we select label left,

02:06

you see it updates all the Children down the arm too.

02:11

Also, if there isn't a predefined label available,

02:14

you can use the other option which allows you to use a custom name.

02:20

So let's call this twist.

02:24

Now these do suffer from the same issues as selection handles.

02:28

In that when we hide the joints, they go too.

02:32

But these can be useful if you're planning on using motion capture data,

02:35

for example, or for when you're mirroring skin weights.

02:39

In that case, you can use the option to match by label for more accuracy.

02:46

Another option for creating labels is to use Maya's built in text creation tool.

02:51

All we do is go to create type.

02:55

This will give us a default word to start working with.

02:59

If you look in the attribute editor

03:01

at the type node,

03:03

you can see all the options here.

03:06

We can select and change the text here

03:11

and then all we need to do is click the create curves from type button here.

03:19

We can now delete the models

03:21

and we are left with the letters.

03:24

These are great for labeling parts of the rig

03:28

plus. I also like to use this option to add a version number to each rig.

03:33

This is essential for tracking different versions when working on a project,

03:37

especially as a rig evolves and grows.

03:41

This just means that you can make sure the animators using the correct version.

03:45

And if they find bugs, they can refer to the version they are currently using.

Video transcript

00:03

Now there may be times when you need floating labels as part of your

00:08

R

00:09

this could be just to highlight certain controls

00:12

or you could simply use them to help an animator work out how to use the rig

00:17

sort of like a help system.

00:20

Now, the first option would be to use annotations.

00:23

These create floating text with an arrow pointing to a specific node

00:28

to create one, simply go to create

00:31

annotation

00:32

and then give it a name.

00:35

We can then use the locator to reposition it

00:39

and we can also move the text too to change the position of the opposite end.

00:45

If you need to change the actual text,

00:47

you can just do this in the attribute editor here.

00:51

Now, from a skeleton point of view,

00:53

there is another option that could help

00:55

while rigging or more specifically exporting,

00:59

go to skeleton joint labeling

01:04

with this window. We can assign show and hide each joint's designated label,

01:10

go to show all labels.

01:14

We can now see them in red,

01:16

they are read because we haven't assigned any labels yet.

01:21

We can easily change them with the ad joints label menu.

01:26

Let's call this head.

01:29

So there, you see it's assigned head to that joint.

01:35

You can also update the labels in the attribute editor.

01:39

You see here,

01:41

we can also specify a side.

01:46

Let's update this to left elbow.

01:50

So there that's labeled now

01:54

like subject the shoulder.

01:57

What we can also do with the menu is assign a side to a hierarchy.

02:02

So if we select label left,

02:06

you see it updates all the Children down the arm too.

02:11

Also, if there isn't a predefined label available,

02:14

you can use the other option which allows you to use a custom name.

02:20

So let's call this twist.

02:24

Now these do suffer from the same issues as selection handles.

02:28

In that when we hide the joints, they go too.

02:32

But these can be useful if you're planning on using motion capture data,

02:35

for example, or for when you're mirroring skin weights.

02:39

In that case, you can use the option to match by label for more accuracy.

02:46

Another option for creating labels is to use Maya's built in text creation tool.

02:51

All we do is go to create type.

02:55

This will give us a default word to start working with.

02:59

If you look in the attribute editor

03:01

at the type node,

03:03

you can see all the options here.

03:06

We can select and change the text here

03:11

and then all we need to do is click the create curves from type button here.

03:19

We can now delete the models

03:21

and we are left with the letters.

03:24

These are great for labeling parts of the rig

03:28

plus. I also like to use this option to add a version number to each rig.

03:33

This is essential for tracking different versions when working on a project,

03:37

especially as a rig evolves and grows.

03:41

This just means that you can make sure the animators using the correct version.

03:45

And if they find bugs, they can refer to the version they are currently using.

Was this information helpful?