Exercise 4 — Spine and Leg Chains
10 points · Week 3 · Course Home
What you're building
Two clean joint chains on the practice mesh — and, more importantly, the ability to prove they
are clean.
Time: 75 minutes
New tools: Joint Tool, Orient Joint, Local Rotation Axes display
Part A — the spine
- Open the practice mesh. Display → Animation → Joint Size — set it large enough to see
inside the mesh. - Skeleton → Create Joints (Joint Tool). Reset the tool options.
- In the side orthographic view, click to place the root at the world origin between the
hips, then place 4–5 spine joints following the spine's S-curve up to the base of the neck.
Press Enter to finish. - Look at the last joint you placed. It has no child, so it took its orientation from its parent.
A joint's orientation comes from the next joint in the chain — with nothing to point at,
there is nothing to orient to. - Display → Transform Display → Local Rotation Axes. Turn it on and leave it on. Look down
each bone and confirm the X axis points along it.
Part B — break it, then learn the rule
- Select a middle spine joint and rotate it 30° in Y. Everything above it swings. Look at the
Channel Box:rotateYnow reads 30. Undo. - Now select the same joint and move it forward 3 units. The chain follows. Look at the local
rotation axes on its parent: X no longer points down the bone. The bone moved; the
orientation did not follow. - Two rules come out of steps 6 and 7. Write them in your submission:
- Position by moving, never by rotating
- After moving, re-orient
- Skeleton → Orient Joint (options). Primary axis X, secondary axis Y, secondary axis
world orientation +Y. Check Orient child joints. Apply to the root. - Re-check the local rotation axes. X should point down every bone.
- Check the Channel Box on each joint:
rotatereads 0, 0, 0, andjointOrientcarries the
orientation. This is what a clean joint looks like. Anything else will not return to bind
pose.
Part C — the leg
- In the side view, draw the leg chain: hip → knee → ankle → ball → toe.
- Place the knee slightly forward of the straight line between hip and ankle. This is the
preferred angle — it tells the IK solver in Week 9 which direction the leg bends. - Switch to the front view. Everything you drew in the side view is sitting at X = 0. Move
the whole leg chain out to the character's left leg, then correct each joint's position
against the mesh. - Re-orient the leg chain — repeat step 9 on the hip joint.
- Parent the hip joint under the root joint.
Part D — verify and name
-
Rename to convention. See Naming Convention. The suffix declares the
joint's role:_bndfor joints that will carry skin weights,_tipfor terminal joints that
won't.root_jnt spine_01_bnd … spine_05_bnd L_hip_bnd L_knee_bnd L_ankle_bnd L_ball_bnd L_toe_tipThe toe tip exists to orient the ball joint and define its bone length. It will not be in the
bind. -
Evaluation order test: rotate
root_jnt— everything follows. Rotatespine_02_bnd—
only what is above it follows, and nothing below moves. Undo both. -
Hinge test: rotate
L_knee_bndin each axis in turn. It should bend cleanly in exactly one
axis. If the knee bends on a diagonal, the orientation is wrong — go back to step 9. If it
still fails, delete the chain and redraw it. That is a normal outcome, not a failure. -
Zero every rotation. Parent the root joint under the
Jointsgroup. Save.
Submit
- Your scene file with both chains complete, named, and zeroed
- The two rules you wrote in step 8
What you're graded on
rotate reads 0,0,0 on every joint; jointOrient carries all orientation | |
| X points down every bone | |
| Knee hinges on one axis only, with a preferred angle set | |
Root at world origin, single root, parented under Joints | |
| Named to convention with correct role suffixes | |
| Both rules stated correctly |
Common mistakes
- Orientation stored in
rotate, because joints were rotated into place - Leg drawn in side view and never corrected in front view — the whole chain sits at X = 0
- End joint left oriented to its parent instead of to world
- Root joint placed at the pelvis rather than world origin. This will fail the engine check in
Week 4.
References
- Everything you thought you knew about Maya Joint Orient is wrong! — Rigging Dojo — assigned reading
- Maya Help — Orient Joint Options
- Maya: Rig Joint Orientation — Create 3d Characters
- #RiggingInMaya Part 04 — Rotational Axes & Orientations