
with the hand of a typical character model however, the fingers would be fanned out, leaving most of the fingers off axis with the grid. In this case the controls’ rotations would not be conducive for animation at all.

The solution would be to develop a correct control axis that would work better for animation of the fingers; Where the control rotations were in relative alignment with each finger. An example of such a setup, would look something like this.

Dustin shows three methods to achieve this, the first is by displaying and using a joint’s handle, the second is by parenting a control curve shape node without its transform to a joint, and finally the third method is by creating group nodes to hide transform values.




One Comment
good maya tutorial i also liked the video