The human form has, by nature of its structure,
limitations on its range of movement. These constraints will affect how you construct your
model.
Segment |
Joint |
Type |
X |
Y |
Z |
Foot |
Ankle |
Rotational |
65 degrees |
30 degrees |
0 degrees |
Shin |
Knee |
Hinge |
135 degrees |
0 degrees |
0 degrees |
Thigh |
Hip |
Ball & Socket |
120 degrees |
20 degrees |
10 degrees |
Spine |
Hip & Spine |
Rotational |
15 degrees |
10 degrees |
0 degrees |
Shoulder |
Spine |
Rotational |
20 degrees |
20 degrees |
0 degrees |
Bicep |
Shoulder |
Ball & Socket |
180 degrees |
105 degrees |
10 degrees |
Forearm |
Elbow |
Hinge |
150 degrees |
0 degrees |
0 degrees |
Hand |
Wrist |
Ball & Socket |
180 degrees |
30 degrees |
120 degrees |
Source: Maestri, George, Digital Character
Animation, New Riders Publishing, 1996, ISBN 1-56205-559-3, page 34
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