A joint is a pivot-controlled node in a skeletal hierarchy, allowing 3D models to flexibly animate like real anatomy
Maya uses chains of parent-child joints, with a root at the base—this hierarchical setup forms the digital skeleton.
Accurate placement—such as elbows and knees—prevents mesh distortion, mimicking real anatomical movement.
Extra joints placed in limbs (e.g. forearm roll) and head tips maintain proper rotation and orientation.
Correct orientation is crucial for predictable rotations, positioning joints with the “orient joint” tool for consistency.
Once skeletons are created, binding them to the mesh and painting weights allows smooth deformation as joints move.
Maya supports both: FK for natural swing, IK for direct control over joint chains like arms and legs.
You can restrict joint rotations and add damping to avoid unnatural joint behavior. chezman88.wordpress.com+7