Building the Skeleton

by Brian Immel

Building the Skeleton

Torso

Torso

1. Starting with the Root joint, create 3-4 joints for the belly region and one joint for the upper chest region.

2. When creating these ellipsoidal joints, you want to start with the root location and work in an upward direction.

3. We use 3-4 joints for the belly region because the majority of the torso movement comes from this area due to the physics of the rib cage and lack of bones in the lower torso region. Since the upper torso does not move all that much (just skin pulling over the rib cage) we only really need one joint to skin these vertices.

4. You should add one more joint above the chest1 joint to serve as the shoulder and neck base joint.

5. Use a good naming convention for the torso joints such as belly1, belly2, belly3, and chest1. Figure 3 suggests where and what you should name your joints.

 

Legs

1. Start the joint creation process from the side view of the character. Place the joints of the legs according to Figure 4. The main reason you want to work in the side view is to keep the joints in a start alignment. Angling (not straight up and down or side to side) the joints is usually not a good idea. Alignment for the leg is important because the FK joints will be connected by an IK system. We’ll cover that later on in the section called IK Legs.

2. When creating the joints for the leg, start with the hip and work in a downward direction.

3. After you have created this joints, select the Hip joint and move it to the relative center of the leg geometry. Its okay to move some of the joints to be center of the geometry but if you angle the joints too much, be warned that this may cause problems later on.

4. After you have created the leg from the hip down, create another joint directly below the Root joint. Name this joint center or hip center or something like this idea. Although, as humans, we don’t have a center hip joint, this joint will serve as the center of rotation for the hips. Without this ‘central joint’, your character will not be able to swivel his/her hips.

5. Name your joints accordingly from the hip down:

6. Create the ‘central joint’. Attach the Hip joint to the Central joint.

7. The Central joint is attached to the Root joint.

8. Instead of repeating all these steps to create the other leg, we can mirror what we have created and automatically rename the joints with the proper suffix.

Arms

1. The arm branch is typically built out of five joints: clavicle, shoulder, elbow, forearm, and wrist. See Figure 6 for a typical layout. This layout will easily support both FK and/or IK setups in any version of Maya.

2. Clavicle

3. Shoulder

4. Elbow

5. Forearm

6. Wrist

Hands

1. My typical handset consists of 16 joints: one palm joint and three joints for each finger (thumb, index, middle, ring, and pinky). In Figure 7, I used a cartoon hand (four fingers instead of five) and added an extra joint for closing each finger branch. I know this illustration is mixing reality, but the fingers have the right number of joints according to our real anatomy.

2. Palm joint

3. From the Palm joint, place joints according to the bend locations of the geometry for each finger. The following set up uses only three joints instead of four, as we humans would normally have. Why not use four? More work to skin, another joint to animate and the results would be the same (in this case) with three to close the fingers.

4. All finger joints are ellipsoid joints. I usually set up my finger joints with the ability to rotate in (to close the hand) and out (to open beyond the straight position). The reason the finger joints are ellipsoids is because you can spread your knuckle joints in and out to widen or narrow the shape of the hand. However, you may not want to include the spreading ability of your fingers because the animation does not call for this type of animation possibilities. In which case, the finger joints will act like simple hinges.

5. Every finger branch we will create will have three joints: 1-knuckle, 2-middle, 3-tip.

6. Under normal anatomical situations, we have five fingers: Thumb, Index, Middle, Ring, and Pinky. If you wish to follow the rules of cartoons, then you should not use the Ring branch for the fingers.

7. Thumb

8. Index

9. Middle

10. Ring

11. Pinky

12. Once we have the entire arm and hand completed, we can use the Mirror Joint tool save ourselves some time.

Head/Neck

1. For Oscar Jr. as illustrated in Figure 9, I only created three joints to handle the motion of the head: Neck joint, top of head joint, and a chin joint.

2. Create at least one joint for the neck. I like using two joint just to give the neck region a little more flexible but that again depends on the length of the neck and intended range of motion.

3. Name these joints Neck1 and Neck2.

4. Neck1 and Neck2 joints are ellipsoid type joints.

5. Place another joint next the top rear of the head. This ‘top head’ joint serve as the major weighting joint for the head geometry. Note: this 3-4 joint system for the head does not support facial animation very well. If you want a system that supports facial animation, you should consider what regions move and how they move and do some R&D design work with the skeleton system and weighting system for facial animation systems. There is so many ways to set this and it would take forever to talk about but we are just concerned with creating a system that will allow us to animate the character without facial animation at this point in this lesson.

6. Create another joint near the chin region. Some people may argue that this joint isn’t necessary and they may be right but I like having this joint there because I can weight the vertices of the chin region to give just a little extra emotional reaction to the character by making it appear to drop his jaw when he/she is surprised or scared. This joint is not 100% necessary in the grand scheme of the skeleton design.

7. The rest of the joints in the head are non-moving types of joints.