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Transcript
00:03
Before we move on. That is another important step to take,
00:08
select the root joint
00:10
and go to skeleton set preferred angle.
00:16
You can also access this through the marking menu. If you right click on a joint,
00:22
this will set the preferred angle for the current joint and all its Children.
00:26
So selecting the route means it's applied to the whole skeleton.
00:31
So why is this important?
00:33
Well, it's mainly used to help dictate how your joints will bend.
00:37
When you add IK later in the workshop,
00:40
you see, because we added a slight bend into the elbow
00:43
maya now knows that this is the preferred way this joint should bend.
00:47
If you don't use set preferred angle,
00:49
you might find that once you add IK and also a pole vector,
00:53
the elbow bends in completely the wrong way.
00:56
It also helps with the legs too.
00:59
So it seems like a small thing, but it's important and will save headaches later on.
00:03
Before we move on. That is another important step to take,
00:08
select the root joint
00:10
and go to skeleton set preferred angle.
00:16
You can also access this through the marking menu. If you right click on a joint,
00:22
this will set the preferred angle for the current joint and all its Children.
00:26
So selecting the route means it's applied to the whole skeleton.
00:31
So why is this important?
00:33
Well, it's mainly used to help dictate how your joints will bend.
00:37
When you add IK later in the workshop,
00:40
you see, because we added a slight bend into the elbow
00:43
maya now knows that this is the preferred way this joint should bend.
00:47
If you don't use set preferred angle,
00:49
you might find that once you add IK and also a pole vector,
00:53
the elbow bends in completely the wrong way.
00:56
It also helps with the legs too.
00:59
So it seems like a small thing, but it's important and will save headaches later on.