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Objects often (not always) have internal joints that can be animated to control subparts of the model.
A joint connects a subpart of the body to the rest of the body
A joint can be turned or rolled but cannot be moved
Internal Joints
Biped X-ray
Quadruped X-ray
A subpart may be connected to another subpartRotating one subpart may also rotate other subpartsExamples:
Turning the left shoulder joint will turn the entire arm of the alien, including the forearm, wrist, hand, fingers, etc.
Turning the left elbow joint will turn the alien’s forearm, wrist, hand, fingers, etc.
Subpart LocationConnected subparts
To access a joint, click on the arrow next to the object’s name in the instance list.
In the Code Editor
In the Scene Editor
By clicking on Show Joints and adjusting the opacity in the Scene Editor, you are able to see the joints of any model.
• Add axes object to the scene
• Move and orient the axes to the joint
• The white axis points forward, red to the right, green up
Orientation of a joint
Orientation: whole vs. part
The orientation of a subpart is not necessarily the same as the orientation of the whole object.
A subpart cannot be moved
A move would detach the joint (and its connected subpart) from rest of the model, so a move action is NOT allowed for a subpart of an object.
Translational Motion: Joints
A subpart’s joint acts as its pivot point for rotation of the subpart.
Two forms of rotational motion: turn
forward, backward left, right
roll left, right
Rotational Motion: Joint/Subpart
Rotation of a joint
Turn forward/backward
Red Handle: Turns joint forward and backward
Turn left/right
Green Handle: Turns joint left and right
Roll left/right
Blue Handle: Rolls joint left and right