In this lesson, we're going to quickly look at rotation order, and it's different from joint orientation
because it basically says which axes it's going to rotate first, which axes is the parent axes.
Right.
OK, so if we take a look at this root joint, kind of the the hips joint or what's commonly referred
to as the center of gravity or the kog for short.
So if we take a look at this and let's say we rotate it, we can see they were rotating it.
Let me just hide the polygons here so we can see only the joints.
And if I hold down E and I click and I go to Gimble, I can kind of see what the rotation order is just
by looking at the Gimel rotation.
OK, and if we rotate axis, we can see that none of the other axes are rotating with it.
And if we rotate one like why, we can quickly see that the X axis actually is moving now.
So it's a child of that and same thing for the Z.
We can see that it's not moving anything.
So this is important because we want to know which axis is going to get in gimbal lock or which isn't,
because I think I spoke about this very briefly in one of the earliest videos of this course and the
modeling course and the intro to that about getting into Gimbels.
So basically think about like, how does Miah supposed to know which is which?
Right.
Especially when things are animated.
So if we rotate y let's say this person's doing a somersault and they do like a little break, break,
dance move, OK, and they get to hear.
All right.
And now we want them to spin around their arm.
Well how do we do that now?
We've just lost our axis there.
There's no way to do that.
And what that will result in when this is animated is something called gimbal lock.
So Maya will try to interpolate between keyframes and say it's some of this one at some of that one
and some of this one and some of that one is some of this one and some of that one.
And it will basically try to resolve this Gimbel's issue through animating these axes and kind of a
wonky way so that when we go from point A to point B with these two rotation keyframes, it's going
to spin around all crazy.
So we want to make sure that whatever our character is going to be doing is that the rotational order
follows suit, meaning most likely this character is going to spin around.
Right.
And that's going to be one that we want to make sure that the rotation is following along, because
let's say the character rotates around and now we want him to bend over.
Well, now now bending over is why.
But it originally was it should stay Z, right?
We want these axes to follow the main rotation that this character is going to do for that joint so
you can have a different rotation order for each joint up here.
If we look, you know, this one is working like everything is following the main rotation that this
joint will do.
This joint will only ever do this right.
It's an elbow.
So it makes sense that the rotation order is such that everything should follow that main rotation.
OK, so let's fix this for the for this hip joint, because it's not doing that when we rotate.
None of these rotations are following it.
So how we do that is go into the attribute, Ed, and for some reason it fell off over here.
So I'm just going to put that back where I would expect it.
OK, so we have the Ashry ed open and we can go down to the rotate order here so we can see currently
it's X, Y, Z.
OK, and what we want is for everything to follow.
The let me just click another, actually, so we can see that this one is red.
Follow the axe.
OK.
And in this rotation order, you have to think about this backwards, which is the fun of rigging,
is becoming accustomed to kind of things not being the way you would expect them to be for for myself,
at least I would expect, you know, the parent to be at the top because that's how hierarchy's over
here are organized.
The parent is at the top.
So you think, you know, the parent of this rotation should be first?
Well, it's backwards so far.
Rotate order.
So the LA the last letter here is going to be the parent of everything.
So what we want is we want the X to be the last one so we can pick one of these two.
So now if we rotate this, we can see that everything is following along the X axis and we can see what
the secondary one is by rotating it this way.
And then which one is going to get us into Gimbels.
So it depends on what you think this character is going to be doing.
Is it going to be doing front flips or is it going to be doing somersaults?
And he's going to go to the side.
It's kind of up to you, but the main one, we want definitely one to make sure everything is following
that one because we don't want to get in Grimlock when he spins around and looks over here and then
he looks back and Maya has had to do this weird gimbal lock thing to interpolate between those two rotations
because it wasn't the parent rotation that was being manipulated.
So let's make sure that we have that.
The X axis is one of the last letters here, so I'll just choose the bottom one.
So we have Zwi X, and the way to think about that is let me just make three groups.
One, two, three and.
The way to think about this rotation order is we can even do it with the one we have over here, X,
Y, Z, so that would mean Z.
Why?
An X, OK, that's how this rotation order is thought about in rotation.
OK, so just keep that in mind when you're going through this rig and we need to look at what these
joints are doing mostly.
Right.
And with a quick rig, it should have already done this for us for the most part.
And it does appear that that that is the case.
And it probably did that one on this first hip joint because it assumed, you know, it's a it was a
spine joint.
And so the spine is most likely going to bend forward and back.
But we're going to use this like a center of gravity control.
So we want to make sure that it can rotate around and not and have that be the parent rotation and not
have this one.
So we've gone through this and we've set the rotation order what we want it to be.
We've learned about how rotation orders are important and what we need to look out for.
So in the next lesson, we're going to continue to rig this thing with the knowledge that we now have.
Thanks for watching.