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| ANIMATION ARCHIVES |
| |
Rotational Limits of Human Joints
From: Digital Character Animation by George Maestri
The human form has, by nature of its structure, limitations on its range of
movement. These constraints will affect how you animate your model.
Source:
Digital Character Animation (***)
George Maestri / Paperback / Published 1996
Amazon Price: $44.00 (add $11 for list price)
| 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 |
*It is assumed the Z axis is oriented along the bone of the joint.
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