| 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
|