Author Archives: 03 Robert Hubbard

Maya Bone Skeleton Joint Orientation, Individual research Robert Hubbard

Maya Bone Structure : Joint Orientation

Joint orientation is an important step to ensure the Maya creation moves and behaves as it should.   By default Maya will suggest or automatically set the orientation of the joint based on the information present in the model.  This needs to be carefully observed because it is often not correct.  Fingers are a great example of this:  When you rotate your index finger, the tip of your finger will bend into the first joint of the forefinger.  Sometimes when you first set up the hand joint, the finger joints might each have an imperfect joint orientation. The result is that they curl off at an odd angles, the forefinger might curl into the middle finger’s first joint.  This is odiously a problem for a functioning hand model, and the orientation must be fixed.

When you first begin working with a joint you need to ensure the X,Y, and Z axis are all set to zero, this will make sure angles and measurement are correct later in modeling.  The X,Y, and Z are axis are vital to proper movement, but also in orienting the joint.  Correctly modeling these elements will make changes and corrections a much easier process.

Joints can be used in may different ways, they can stand alone, be part of a joint chain, and be a parent or child joint.   A joint chain is relatively self-explanatory.  It is a predetermined set of joint that are linked and moves together.  A good example of this would be a tail.  In a tail all joints move together, in the same direction, but the movement in that orientation may be slightly different.  Using parent and child joints is also linking them, or a chain in a way.  Like in a chain, as one moves the others move.  So as the parent joint moves then the child joints can then move. In this instance, they do not have to necessary move in the same direction or orientation.   The process to link joints can be done in multiple different ways.

A flawless way to guarantee that different joints in the same model act alike,  a process of duplicating and/or mirroring should be done.  Legs are a great example of this, after building the joint chain for one leg, it can be easily mirrored (with perfect symmetry) to create the other legs joint chain.  Duplicating a joint/joint chain with out mirroring is just as easy if the model calls for it.  These tools can be a huge time saver because the user will not have to worry about joint orientation, X,Y, and Z axis, and liking/chaining the joints.

Overall joint orientation is one of the more basic functions that require much attention to detail when creating a Maya bone structure.  The over all correct movement of the figure all comes down to correct joint orientation.  Following the correct steppes from the beginning of the modeling process will make the entire projects development easier as it goes on.  Many different processes can be used to obtain the overall goal, depending on the project one my be suited better then another.

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Sound Sculpture: Cylinder

The concept behind Cylinder is to create a complicated object formed from the sound frequencies within a space. The software developed to create each profile can be modeled in either time or frequency. An STL file format is produced to begin the rapid prototyping process. These elements are modeled into a tangible expressive form of space measuring 200-400mm tall. Each object much be produced in a 3D printer because of the complexity of each form.

I found this process interesting and inspiring for the project because the result is the tangible evidence of what we will be trying to manipulate within the gallery space. Additionally, I normally do think of time and frequency as objects that can be modeled within a space to a level of an abstracted understanding.

http://extraversion.co.uk/2003/cylinder/