Maya & Python Scripting / Character FX & Animation / Maya / Python
Creating Limb Joints With Python | Maya Python Rigging Series
Written guide

Playing loads YouTube content. YouTube processes data after activation.
Watch on YouTubeIf the player is blocked or unavailable, use Watch on YouTube.
This continuation fills out the joint-creation data for the character’s left leg, arm and hand. It reuses the helper established in the center-joint lesson, supplying positions, side labels, names and role suffixes. Much of the recording is careful coordinate entry and repeated comparison with the manual reference.
The result is a repeatable set of initial joints for this biped layout. It is not a completed bound skeleton. Parenting, mirroring, orientation and twist-joint additions are separate stages, and the exact Maya release is not established.
Use the character’s side convention
During 00:02–05:06, the instructor emphasizes that left means the character’s left. Screen left changes when the camera moves and is therefore unsuitable as a stable side convention.
The leg calls cover hip, knee, ankle, ball of the foot and toe endpoint. The main joints receive bind designations; the toe tip is marked as an end joint rather than a bind joint in this example.
After the values are entered, the toe appears on the wrong side of its intended position because a negative sign was retained. Correcting the sign fixes the observed placement. Inspect the generated joint against the reference before assuming that a correctly named call also has correct coordinates.
The values are character-specific. The useful procedure is to inspect the reference, enter the intended position and compare the recreated result, rather than treating the spoken numbers as universal proportions.
Distinguish arm joints from the palm reference
Around 05:06–11:07, the script adds shoulder, elbow and wrist positions. The instructor revises some values while comparing them with the character. These are fitting decisions, not changes to the helper’s fundamental behavior.
The palm gets a reference designation. In this rig plan, the instructor intends it as a parenting reference for objects associated with the hand, while the wrist and finger joints provide the relevant deformation roles. That is a decision for this setup; it does not establish that palm joints must never receive skin weights in other rigs.
During the transition into thumb placement, the wrist height is reconsidered again. A later fitting decision can affect an earlier landmark, so compare adjacent joints rather than approving each coordinate in isolation.
Build one finger pattern, then fit each finger
From approximately 12:00–26:02, the thumb and index finger establish the repeated structure: three bind joints followed by an end joint. Copied helper calls are renamed for the appropriate finger and assigned new positions.
The instructor repeatedly adjusts tenths or fractions of a unit to put the intended pivot near the desired bend. A mistyped value places a joint far too high, and copied values briefly overwrite another entry. These errors are corrected by looking back at the reference and rerunning the script.
The repeated structure is reusable; the placement is not identical. The thumb has its own path through the hand, and each finger must fit its own length and height. Copying a call block saves typing but also carries names, role suffixes and stale coordinates that need inspection.
Reconcile the remaining fingers and the final data
During the second half, the same process adds the middle, ring and pinky chains. After an interruption, the instructor reviews the middle-finger values before continuing. While editing the ring and pinky entries, he notices values placed in the wrong call or wrong coordinate field and corrects them.
The pinky receives several small placement revisions. At that scale, rounding every coordinate to an integer would discard decisions the instructor is making about the pivots. On the other hand, retaining every interim spoken number would create contradictory data.
For that reason, this article does not claim a definitive full coordinate table from the transcript. The source includes self-corrections and ambiguous readings, including signs and digit groups. Use the final on-screen script and your character reference to establish the actual values when reproducing the example.
Inspect the generated set before automating later stages
Around 44:01, the instructor reruns the script, highlights the joints and checks that the expected set exists in the intended positions. He also inspects an empty group left in the scene. This is a placement review, not a deformation or orientation test.
The closing description frames the tool as a starting set for a five-finger biped without individually articulated toes, with twist joints still to come. Adapting it to another character still requires repositioning the initial joints.
Review names, side conventions, bind/reference/end roles and pivot positions together. The value of the exercise is that carefully prepared placement data can be recreated consistently. That consistency only helps after the copied identifiers and coordinates have been checked.