














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.
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.
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.