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Transcript
00:04
Now this is good for most of the joints.
00:06
But there are some which would benefit from a different rotate order.
00:09
Take the elbow, for instance,
00:12
the primary movement for this would be around the X axis.
00:17
So it doesn't need to twist,
00:19
not unless this was a flexible cartoon style rig. Anyway,
00:22
even then X would still be the main rotation.
00:26
So here Yxz
00:28
isn't the best solution,
00:30
we need to swap the order. So X has the highest priority. So the other axis follow it.
00:37
Let's try Yzx.
00:40
That's better.
00:42
Everything follows. Now as the elbow bends,
00:46
let's update the opposite elbow now
00:49
and we can apply the same to the knees.
00:52
Yep, all four of them.
00:54
OK. Those are updated and working better.
00:59
Next, let's look at the twist joints.
01:02
So these will only ever rotate around the Y axis in this rig. Anyway,
01:07
once you start introducing ribbons and other deforms, they will use others.
01:11
But all that's for a future tutorial.
01:15
So because Y now has priority, we ideally want the other axis to follow it.
01:20
We need a rotate order with Y at the end
01:24
ZXY should do.
01:29
Now as the joint twists, the others follow. Perfect.
01:34
Ok. Now, to update the other twist joints
01:37
don't change the shoulder or the hip ones though.
01:40
These need to move in all directions.
01:44
Ok. What's next?
01:45
Ah, yes. The head,
01:49
we can revert this back to the default
01:50
of XYZ because the orientation matches the world axis
01:55
and we can do the same with the eyes too.
01:60
What else?
02:04
Let's check the feet.
02:08
We can probably change these rotate orders.
02:13
We ideally want the foot twist to affect the other axes. So let's try ZXY.
02:22
That should work.
02:25
OK. Let's update the other joints too.
02:30
We need to also change the twist too.
02:36
The only other place we could look at would be the cog joint,
02:41
but this moves in all directions.
02:44
So we can probably leave it as it is.
02:47
It's worth spending time experimenting with the rotation
02:50
orders to get the best solution for your rig
02:54
doing.
02:54
This can also help reduce the risk of joints,
02:57
flipping or behaving in an unpredictable way.
02:59
So it's not something you want to skip.
03:04
It's also important to make sure your controls and any offset groups
03:07
also have the same rotate orders as the joints they're controlling.
00:04
Now this is good for most of the joints.
00:06
But there are some which would benefit from a different rotate order.
00:09
Take the elbow, for instance,
00:12
the primary movement for this would be around the X axis.
00:17
So it doesn't need to twist,
00:19
not unless this was a flexible cartoon style rig. Anyway,
00:22
even then X would still be the main rotation.
00:26
So here Yxz
00:28
isn't the best solution,
00:30
we need to swap the order. So X has the highest priority. So the other axis follow it.
00:37
Let's try Yzx.
00:40
That's better.
00:42
Everything follows. Now as the elbow bends,
00:46
let's update the opposite elbow now
00:49
and we can apply the same to the knees.
00:52
Yep, all four of them.
00:54
OK. Those are updated and working better.
00:59
Next, let's look at the twist joints.
01:02
So these will only ever rotate around the Y axis in this rig. Anyway,
01:07
once you start introducing ribbons and other deforms, they will use others.
01:11
But all that's for a future tutorial.
01:15
So because Y now has priority, we ideally want the other axis to follow it.
01:20
We need a rotate order with Y at the end
01:24
ZXY should do.
01:29
Now as the joint twists, the others follow. Perfect.
01:34
Ok. Now, to update the other twist joints
01:37
don't change the shoulder or the hip ones though.
01:40
These need to move in all directions.
01:44
Ok. What's next?
01:45
Ah, yes. The head,
01:49
we can revert this back to the default
01:50
of XYZ because the orientation matches the world axis
01:55
and we can do the same with the eyes too.
01:60
What else?
02:04
Let's check the feet.
02:08
We can probably change these rotate orders.
02:13
We ideally want the foot twist to affect the other axes. So let's try ZXY.
02:22
That should work.
02:25
OK. Let's update the other joints too.
02:30
We need to also change the twist too.
02:36
The only other place we could look at would be the cog joint,
02:41
but this moves in all directions.
02:44
So we can probably leave it as it is.
02:47
It's worth spending time experimenting with the rotation
02:50
orders to get the best solution for your rig
02:54
doing.
02:54
This can also help reduce the risk of joints,
02:57
flipping or behaving in an unpredictable way.
02:59
So it's not something you want to skip.
03:04
It's also important to make sure your controls and any offset groups
03:07
also have the same rotate orders as the joints they're controlling.