View Full Version : Local rotation Axis question

05 May 2003, 04:05 AM
Hi Guys ,

After setting up a skeleton , I set up the root joint to be aligned with the world axis , the rest is all screwed and flipped etc.

Now , when i am manually flipping the Local R Ax for the rest , Does it all have to look similar , i mean while the X is pointing down each joint , do I have to set Y and Z similar in each joint (Y pointing up and Z pointing right)

I am so confused :(

Thanks very much in advance

05 May 2003, 04:34 AM
No you dont really have to.
But it can get confusing to the animator using the rig.
A negative Z rotation goes left one way, then on the next joint down goes right..
Its kinda confusing.
its nice having most axis similar so when in the graph editor, moving a key up, moves leg left for each joint and vice versa.
Get what im saying??

Also if you were to select jointa, then jointb then jointc and do an "additive"(roate all at the same time) rotation on the X axis the joints will all rotate on their X axis. If the axis aren't aligned it wont really be usful.
Like fingers for example.
So hope that helps.

Good times

05 May 2003, 08:19 PM

CGTalk Moderation
01 January 2006, 06:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.