Hi Yuxi,
I'll admit that I haven't watched all of the videos--with that
said, I've worked through the PDF that came with them multiple
times. In the written version, we do indeed orient the neck
joints. The primary thing to remember is that at this stage,
we've done a lot of work with other joint chains, so my guess
would be that that portion was left out to move forward with more
advanced concepts.
The way Jason works through this series is from a problem solving
perspective--so, we go through each subsystem, break it down by
requirements, and then address those requirements.
Most of the time when I'm rigging these days, I'll build most if
not all of my skeleton up front, and orient everything at that
stage before I go into any control setups.
As to your question about ik twist, the main place orientation
would come into it is that you need to know the local axis
alignments to be able to set up the twisting properly. If for
whatever reason the joints are not oriented properly, that becomes
a lot harder to do, and in a worst-case scenario, could be nearly
impossible (if the joints down the chain receiving twist are out
of alignment with each other). In the case of the neck, though,
Maya automatically orients the joints when they are created to
match up, so even if it's technically an incorrect orientation, it
shouldn't affect the ability to set up the twist.
One thing I can suggest, if you're struggling with setting up the
advanced twist, is to turn on the Local Rotation Axis display for
the joints and the two neck controls. You can do this under
Display->Transforms->Local Rotation Axis with the joints or
controls selected. Then you can see where your axes are pointing
and use that information to figure out your respective "up"
directions for the spline IK handle.
Hope that helps,
Joe